Grunt (board wargame)

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Issue 26 of Strategy & Tactics, with game components

Grunt, subtitled "The Game of Tactical Level Combat in Vietnam", is a tactical level board wargame published by Simulations Publications, Inc. (SPI) in 1971, set in the Vietnam War.

Description[]

Grunt is a 2-player wargame that simulates non-urban squad- or platoon-level combat between American forces and Viet Cong (VC) guerilla forces during the period of American involvement in the Vietnam War. The American player must deploy forces to search the map for caches of equipment and food. The VC player tries to cause unacceptable American casualties.[1] The game comes with three scenarios, all only 10 turns long.

Components[]

The game includes:

  • 22" x 28" paper hex grid map printed in black and tan at a scale of 100 yards (91.5 m) per hex.
  • 100 counters
  • rule booklet
  • game charts and tables

Set-up[]

The VC player chooses how many elite Viet Cong, VC militia, snipers and booby-traps to use — the fewer chosen, the fewer Victory Points are required to win — and places them face down on the board, along with Vietnamese peasants and porters.

The American player then deploys units onto the map, using no fewer than four helicopters. Units can also be brought onto the board via road.

Turns[]

Grunt uses the IGOUGO ("I Go, You Go) system of alternating turns.

Movement[]

Each unit has six movement points (MP). Plain terrain uses 1 MP, broken terrain uses 2 MP and jungle costs 3 MP.

Searching[]

When American units move on top of a VC counter, it is turned over and revealed. If it is a Viet Cong, militia or sniper unit, the American unit is bounced back into its previous hex and combat results. If the counter is a cache, the American must spend one turn on top of the cache without moving or firing. At the end of that turn, the American player can either capture or destroy the cache. Capturing the cache is worth more Victory Points, but if the unit is subsequently pinned down during combat, the cache is dropped, and an American unit will have to spend a non-firing turn picking it up again.

Combat[]

Every unit has a firing range of 8 hexes, but this is reduced to 4 hexes by broken hexes and to 0 hexes by jungle. Terrain adds a defensive value equal to its movement cost: plain terrain gives a defensive value of 1, jungle adds 4. The standard American squad has a combat strength of 2. The elite VC units also have a strength of 2, militia and snipers have a strength of 1. Booby traps attack as if they had a 3-to-1 advantage.

Victory conditions[]

Americans gain Victory Points for capturing or destroying caches, and for inflicting casualties. VC gain Victory Points by inflicting casualties. Both players lose Victory Points for inflicting civilian casualties. At the end of 10 turns, the player with the most Victory Points is the winner.

Publication history[]

In March 1971, in Issue 26 of Strategy & Tactics, SPI published a pull-out game designed by John Young titled Grunt, the then widely used term for an army private. It was not only SPI's first contemporary game, set in what was at the time the still on-going Vietnam War, but also their first magazine-published game that included a sheet of die-cut counters.[1] Grunt was later published as a boxed set.

By 1974, after several rival game companies published tactical-level games with better rules, SPI revised, updated and republished several of their older games. One of these was a new edition of Grunt, retitled Search & Destroy, published by SPI in 1975.[1]

Reception[]

In Issue 23 of Moves (October–November 1975), Phil Kosnett thought Grunt did not compare favorably to its descendant, Search & Destroy. Kosnett found Grunt's black and tan map "ugly". He also found the rules dis-organized, saying of the "sloppy work" done with the rule book, "Most (not all) of the rules are in there someplace, but in such disorder that it can take half an hour to dig them out." He also had issues with some of the rules, including unit stacking, and especially extended field-of-fire. He concluded that Search & Destroy was a far superior product, commenting "Search & Destroy is well worth buying, even if you own Grunt."[1]

In Issue 75 of Fire & Movement (May/June 1991), Nick Stasnopolis noted the unique leadership rules for both sides that accurately reflected reality. For the VC player, he noted that "To use their full capabilities the NLF [National Leadership Front, or Viet Cong] units must be within eight hexes of their cadre. This reflects their lack of modern communications equipment, which produced a reliance on written messages and sound signals, thus limiting operational radius." Stasnolopis noted that the myriad radios used by the Americans allowed them to operate as far away from their leader as desired, but "Unfortunately, this also produced a dependence on contact with higher headquarters [...] U.S. squads can be paralyzed for up to three turns if the squad radioman is hit or their headquarters takes casualties."[2]

Other reviews[]

References[]

  1. ^ a b c d Kosnett, Phil (October–November 1975). "From Grunt to Search & Destroy". Moves. No. 23.
  2. ^ Stasnopolis, Nick (May–June 1991). "Search & Destroy: Winning Hearts and Minds". Fire & Movement. No. 75. pp. 18–22.

External links[]

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