Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Grunt, Company Commander in Viet-Nam, appears to be the first commercial squad level wargame. The rules cover areas such as U.S. air strikes, Medevac evacuation by helicopter of U.S. casualties, 'body count' victory points, NLF ambushes and booby traps. It was first printed as a...
Players
1-2
Time
?-?
Age
12+
Weight
2.56
Rating
6.28
Should this hit the table?
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is significant strategic depth and room for improvement in tactics and strategies. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience.
The final luck score for Grunt: Tactical Combat in Vietnam, 1965 is 7.333. This indicates that the game has a moderate level of luck influence. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Grunt, Company Commander in Viet-Nam, appears to be the first commercial squad level wargame. The rules cover areas such as U.S. air strikes, Medevac evacuation by helicopter of U.S. casualties, 'body count' victory points, NLF ambushes and booby traps. It was first printed as a magazine game in Strategy & Tactics magazine #26. SPI said: "This game is unique in many ways. It uses a combat system in which the defensive value of a unit depends on the terrain the defender is in ... The game provides for true hidden movement for one player (the guerillas.) A wide selection of scenarios and Orders of Battle are provided." In 1975 SPI released John Young's design Search & Destroy, a heavily revised version of the Grunt game system. Search & Destroy successfully fleshed out the concepts introduced in Grunt, and benefitted from the increases in design and graphics that SPI saw from the early to mid seventies.
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