Author: Jon Tuffley
Company: Ground Zero Games
Format: Paperback
Overview: Of all the sci-fi miniatures games reviewed here Stargrunt is perhaps the most realistic. It may seem odd to praise a game based on fictional concepts for its realism. Stargrunt however does have more of an authentic military feel then any of the other miniature games. Concepts like suppression, fatigue, and communications are just a few of the aspects of the game that make Stargrunt stand out. The author even states that the game encourages you to "think tactically".
Something else refreshing about Stargrunt is that while the rules have a realistic feel the game is made to be generic. So there isn't some premade background and history that you are confined to playing in. The rules to give a very brief sample background that is presented more as an example than anything else.
The quality of a unit of troops along with thier leaders quality is at the heart of the game. Troop quality has five levels ranging from Untrained to Elite. A squads ability to perform most any action is based on its quality. Regular units shoot better, fight better, and are more likely to continue with their mission even when taking fire. While a Green unit, even if rolling well, will be unable to match the feats of a better trained unit. The game uses a unique and novel approach to resolving the actions of squads. Different sided dice are used to represent the various troop qualities. The system is unlike any other unless of course you've played Dirtside II also by Ground Zero Games. A Green unit would roll 1D6 to fire at an enemy squad while a Veteran unit would roll 1D10. Even if the Green troops roll the maximum of 6 they still can't approach the potential for success that a Veteran squad has.
In Stargrunt not only are the abilities of your men important but so are the abilities of the officers that lead them. Infact its often better to have poor troops with a good leader then to have great troops with a bad leader. The leader of a squad has a signifigant effect on how that unit performs. Unlike many other miniature games in this catagory leaders aren't superhuman powerhouses. They're signifigant because they represent the brains of a unit, other wise they perform just like any other model.
Pros: One thing about Stargrunt that I like the most is the fact that its meant to be generic. You could use the Stargrunt rules to detail your own completely original sci-fi universe. Or just as easily you could use the rules but write up stats for your favorite miniatures from another game. Now you wouldn't expect the same tactics that you used with your marines in 40K to hold true in Stargrunt. And they certainly don't. But the underlying system of Stargrunt is a very good one.
In one battle I tried to flush a lightly armored squad of Elite troops from some buildings on one flank. I had dipatched a veteran squad of heavy power armor troops to take the buildings. As my squad approached they came under fire from the troops in the building. Though our main weapons were comparable the Elite troops could hit targets at a greater distance. Fortunately the power armored squad was loaded down with two portable missile launchers. For three turns as they advanced missiles pounded the building that contained the Elite defenders. Any lesser quality of troops would have been suspressed by such an onslaught. The Elites kept their cool and continued to put up a solid defense of the building. Finally we had to bring up a light vehicle with an autocannon to flush them out of the building. And even then the last two remaining squad members made a well ordered withdrawl.
The Stargrunt system would work well for other types of combat besides science fiction. It could easily be used to play out modern day squad combat. My group even considered using the rules for a veitnam campaign similar to Charlie Company.
Cons: If you're looking for a set of rules to replace 40K or Warzone I don't know that Stargrunt will exactly fit the bill. There is no provision in Stargrunt for free roaming characters. If you did make a squad of one elite trooper he wouldn't be able to do much.
After spenting hours converting and painting a hero miniature I don't know that I would want to subject them to unglorious death in a game of Stargrunt. In 40K, Warzone, or Necromunda you can spend some time detailing an individual miniature. Because you know that miniature will probably play a pivotal roll in most battles. Stargrunt doesn't stress this type of individual heroism. In Stargrunt the squad is the smallest tactical unit thats really delt with.
Miniatures: There is quite an extensive line of miniatures made for Stargrunts 'official' background. Now of course you don't have to use them. They are nice figures though. The problem is that they are true 25mm scale. If you're like me then you've already got to much invested in pounds and pounds of lead and pewter miniatures to switch to a different scale.