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Sunday, February 28, 2016

Stargrunt II (1996)

Stargrunt II (1996)

Ratings

7.4489 out of 10 with 136 ratings
Board Game Rank: 3599
War Game Rank: 512

Description

Stargrunt II is a comprehensive set of generic rules for simulating science-fiction infantry combat in virtually any background. The system covers actions from a few squads up to full company level. Rules are included for infantry, powered armored troops, AFV's, artillery and aerospace support and much much more. The game is designed for use with 25mm or 15mm scale miniatures. The game has a flexible integrated game sequence, minimal record keeping and a brilliant system of distinguishing troop quality. The game encourages the players to think tactically. There are rules for troop confidence, motivation, suppression and much more.

This game is now available as a free download from Ground Zero Games.

http://www.groundzerogames.net/

Re-implements:
Stargrunt

  • Designer: Steve Blease, Mike Elliott, Jon M. Tuffley
  • Artist: Aaron Alderson, Peter Barfield, Dave Garnham, Tim Osborne, Barrie Quin, John Treadaway, Malcolm Yaxley
  • Publisher: Ground Zero Games
  • Year Published: 1996
  • Number of Players: 2 - 4
  • Suggested Number of Players: 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 120
  • Suggested Ages: 12
  • Language Dependence: No necessary in-game text
  • Subdomain: Wargames
  • Category: Miniatures, Science Fiction, Wargame
  • Mechanic: Dice Rolling, Variable Phase Order
  • Alternate Names: Stargrunt II

Reviews

9 out of 10
By
Best SCIFI Infantry game out there

8 out of 10
By
It has a couple of issues, but it's still probably my favourite miniatures game. My web site has house rules, and a playtest version of the Phalon rules (written by me).

8 out of 10
By
My only negative would be that there is very little difference in the characterization of wildly different direct fire weapons, say plasma vs slug thrower.

By
[i]Location: Living Room (Bookcase)[/i]

8 out of 10
By
platoon level hard sci-fi infantry game that is command and control orientated, it's a game that is best taught in order to understand the mechanics. Though once you've got even 1 or 2 games under your belt you'll be teaching others without trouble. Excellent

9 out of 10
By
This is the best tactical squad level miniature game on the market hands down. It's chartless and has hardly any bookeeping. It has squad based movement, supression, mines, wounded, smoke, morale, troop quality, air operations, artillery, crewed weapons, AFV's, snipers, medics, etc., etc., etc. If it sounds complicated, it's not. It gives stunningly accurate reactions of small units on a modern/future battlefield. I can's priase this game enough. It uses different die types to simulate troop quality that directly impacts the effectiveness of the troops. This is squad vs. squad combat, you don't get bogged down rolling tons of dice for each model. It's also an opposed die roll system, where players take turns moving squads so there is never any down time. It rewards using real life fire and move tactics. It's totally generic rules system, so take your favorite minis and background and plug and play. There is a line of excellent miniatures they produce, but they are by no means nessacary to play the game. I'd rate this one higher if I could. It beats the pants off of anything similar on the market.

7 out of 10
By
Pretty good set of miniature skirmish rules, though they feel a little archaic nowadays. I have an extra copy of the rulebook.

By
Can't grok from reading, haven't found an introductory scenario or an opponent.

By
minature wargaming rules, 15mm, sci-fi with individual figs and vehicles

9 out of 10
By
My favourite rules for miniatures gaming

8 out of 10
By
Very good hard sci-fi/modern combat game.

3 out of 10
By
can be OK if not alot of troops used but very slow

7.5 out of 10
By
My rating is based on only reading the rules. I have not played it yet.

6 out of 10
By
Interesting, though a bit more involved than I usually like to get. I'd like to give it more goes.

7 out of 10
By
Much nicer than Dirtside II. No longer uses the chit-pulling system. The rebellion against a point system is nice too. Overall, one of the cooler hard scifi games out there.

7 out of 10
By
Best set of hardcore sci fi miniatures rules out there, may be a little too realistic in approach for some players. Basically contemporary military taken into future, realistic, but maybe thats what would put some people off who are more used to say warhammer 40k etc.

5 out of 10
By
inventive, but too incomplete for most miniature wargamers to get into.

9 out of 10
By
Near perfect minis game for small unit, gritty tactical action. Too bad I don't have the time to devote to a minis game.

7 out of 10
By
Interesting rules for SF combat in 25mm. Is very enjoyable to read, which is a change from most miniature rules sets.

7 out of 10
By
A very gritty, very hard, sci-fi miniatures rules set. In many ways it's the anti- Warhammer 40k. This is a game all about terrain, suppression, and morale.

By
I have Dirtside II and like it based on my read of the rules, but 1:300/1:285 miniatures seem pretty scarce. 15mm are a lot more common (and I could proxy my FoW minis), so I'm interested in getting this game.

8 out of 10
By
One of the truly great miniature games. Elegant combat mechanics and still one of the best depictions of squad based combat out there.

10 out of 10
By
I think the best set of Sci fi rules i have ever played had it from 1996 cheap minitures loads of factions loads of weapons lasers cannon and plasma weapons power armour to muskets and crossbows and also vehicle building rules

5 out of 10
By
Don't care much for miniatures games that turn my figures into marker farms ...

By
Free download

8 out of 10
By
Once you get the rules this becomes a great game. Very nice feel to the outcome etc. I play with 15mm and leave the ranges as published. Makes for a very fun game.

6 out of 10
By
good sci-fi small scale action game. pros: tense and elegant unit activation system. realistic hug the dirt rules instead of advancing through a hail of steel. cons: no aliens. no point system. a bit slow.

7 out of 10
By
Classic sci-fi wargame. Has all the right elements and excellent (IMHO)rulebook.

9 out of 10
By
This is by far the best scifi wargame I've ever played. Stargrunt II has plenty of tactical options, command and control acutally means something, and morale is important. How you play is more important than what you field, which is rare in miniature games these days. There are no weird "cartoony" things going on (something far too common in scifi games these days). And most importantly, it's fun to play. Highly recommended.

9 out of 10
By
Superior modern miniature rules

4 out of 10
By
I didn't like Stargrunt II very much - the way it goes about modelling squads (which are really the key maneuver units, rather than individual models) didn't click with me and I wasn't any more impressed with its combat model (which counts rifles to a certain point and then suddenly stops counting and pretends 4 gauss rifles are as good as it ever gets).

By
Print and Play.

9.5 out of 10
By
Absolutely the best sci-fi small unit tactical game out there, bar none. Be forwarned, you will have to use real unit tactics to succeed - you can't just go out and buy the latest over-priced hyper-model (as in some rulesets). SGII makes you think, and act, like there are real soldiers under your command - the morale, motivation, and slowly degradable qualities of each unit force you to make sound tactical decisons. Activations are key. The rules are loaded with extras, and do not require you to rigidly adhere to one world-view or rule interp. The only negative, a small one, is the alternating unit sequnce - it's effective, but I prefer a little more random surprise (personal preference). It also lacks aliens, for the moment, but several unofficial alien modules are on the web. All in all, great sci-fi miniatures system.

8 out of 10
By
Excellent squad level skirmish game. The system works well but breaks down in the face of exotic races or equipment. Despite its sci-fi theme it's far more applicable as a modern system.

By
miniatures

By
http://www.gtns.co.uk/store1/commerce.cgi?page=downloads.html&cart_id=4598927.5664

7 out of 10
By
Great rules, still have to play...

7 out of 10
By
One of the best sci-fi rules, good system of play. Maybe too many counters following the units. Excellent range of figures from the same company (Ground Zero Games).

8 out of 10
By
just a much better wargame experience than 40K. Difficult to find people who want to play though.

10 out of 10
By
Great squad-level sci-fi rules. Cover, suppression fire and morale are very important here.

8 out of 10
By
They do a lot right with this game with the basic mechanics. Close combat is a bit weird, and can have some strange effects on the game scale as the amount of ground that is possible to be covered is huge. Not so much a fan of the more advanced options -- vehicles, support artillery, etc, but the game shines as a simple skirmish game with a small number of squads per side.

9 out of 10
By
The ruleset and the system is excellent. The default setting is not appealing and incredibly outdated. The setting itself is in my opinion the main obstacle for a greater diffusion of this great game.

By
free pdf.

By
I haven't had the chance to play this yet, but I do have a stack of painted 15mm minis from my Laserburn days that are screaming to be used with this system... ;¬)

7 out of 10
By
Considered a fine tabletop sci-fi miniatures game by long-time players of this game type, Stargrunt II excels in its fine use of scale (often absent from other miniatures games other than historical), off-table use of artillery, air/space support and the like, and its immediate applicability to any line of miniatures, to any type of sci-fi milieu. Unfortunately, it's out of print (such is the fate of good sci-fi miniatures gaming--it seems most players of such games would rather be spoon-fed...).

3 out of 10
By
Our group failed this one on the over-reliance on morale - it was just a bit much. Otherwise an okay ruleset.

By
Downloaded and printed.Looks like an interesting ruleset.

By
Excellent and very detailed rules for platoon to company level combat (at maximum size). Close combat and vehicle rules start getting a little too complex for my tastes at certain levels but the rest of the game is spot on IMO. As simple or as bell and whistley as you want depending on the options you choose.

8.5 out of 10
By
Don't let the generic label fool you. This is a FMA (Full Metal Anorak) System game with great INTERACTIVE play sequence. The generic is that it can be adapted to most any background (I have done a Star Fleet Battles Ground Combat to SGII/DSII conversion).

8.5 out of 10
By
These are, IMHO, probably the best sci fi (or modern era...) mini rules available. Excellent C&C rules & integrated turn sequence make for a smooth flowing game. One noticeable omission is a lack of points system for balancing forces (This could be good or bad, depending on your point of view). The only thing keeping me from giving it a "10" are the lack of detailed TO&E for the various factions.

3 out of 10
By
A bit bland

8 out of 10
By
Excellent squad-level science-fiction miniatures game.

10 out of 10
By
My favourite tactical ground combat game!

9 out of 10
By
As good as Dirtside II is, Stargrunt manages to take its strengths and blow you away. The ONLY reason this game doesn't get a 10 from me is that A) I don't really do ground combat games that much, and B) I'm stuck in a place where the only ground combat SF games are Warhammer and MechyClixCrack. The morale and unit systems are simply beautiful in their gritty elegance and attention to detail.

By
.pdf

10 out of 10
By
For squad/platoon/company gaming of a mainly infantry/specialist nature in hard sci-fi setting, these are by far the best rules for me. In fact, these have ended up being adapted/simplified to provide the core basics for many other games - from WW1 and RCW to WW2, and Victorian Sci-Fi and VBCW. Great rules, proper fire & movement small unit tactics. And now free to download.

By
Solid universal sci-fi miniatures system (at a mid-stellar tech level, for Traveller players). If it doesn't have a rule for your alien race/artifact/vehicle/troop, it easily accepts additions.

7 out of 10
By
A very nice set of modern/sci-fi miniatures rules that works very well for humans, but not so well for alien psychologies that don't react to gunfire the same way we do. The vehicle/gun construction rules let you build pretty much anything, but are simple and work fairly well in play.

4 out of 10
By
I have the original edition but wasn't too impressed.

By
A rules set now free to download, check into it

9 out of 10
By
IMHO one of the best sci fi skirmish rule sets out there.
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