
by Gideon Marcus
Run through the Jungle
The wargame boom has reached a fever pitch with now a couple dozen offerings just from the Big Two publishers (Avalon Hill and SPI). Almost to a game, however, the wargames have been on historical topics at a comfortable distance; World War 2 is still the perennial favorite despite being 26 years old.
But now comes something entirely new: Grunt—a recreation of tactical combat in Vietnam.
It's kind of a revolution. For the first time, a wargame has been made to simulate the situations that one sees reported on television every night: American soldiers trooping through the exotic jungle; wounded men being carried away in stretchers; Vietnamese villages in flames. Sure, SPI gave us Up Against the Wall MotherF**cker and Chicago, Chicago, but they were one-off experiments, and not very successful ones at that. Grunt is an honest attempt to portray tactical forays in an ongoing war.
Moreover, unlike other tactical offerings (Panzerblitz, Renaissance of Infantry, Centurion, etc.), the point of Grunt is not the obliteration of the "enemy." The American task is to attack the VC supply chain through the finding and capture/destruction of hidden caches of equipment, weapons and food. The VC's job is to delay, to wound, to deceive. The result is a game completely unlike anything that has come before it, both in concept and currency. It's also pretty fun.
The Rules
Each game begins with the VC player setting up an array of units, from regular VC squads to snipers to peasants to caches of materiele. There are also a number of decoy pieces. All of them are placed upside down so that, to the American, a bunch of villagers are indistinguishable from a pallet of rice. Peasants can't be placed in jungle, and only two can be placed on the forest edges.
Then the American company arrives: twelve squads and a Captain. They must land in the open, potentially in sight of VC soldiers. This is their most vulnernable moment. This placement is also critical as it is from these drop zones that the squads will laboriously search through uncompromising terrain for Communist supplies.

Our own Melody, when she was in 'Nam on a photojournalism assignment
Grunt lasts ten turns, with the Americans going first. Units can either move or fire, with all units having six movement points and a range of eight hexes. Broken terrain costs two points to enter, jungle costs three. Combat range is reduced to four if broken hexes intervene, and jungle and buildings block sight completely. Defense strength is determined solely by terrain (with the same values as movement cost). The CRT is such that killing anything generally requires 3 to 1 odds. At lower odds, one has the chance to "pin" a unit, which makes it unable to move or fire the next turn. This is huge for the VC since the Americans need every turn to find caches. Pinning also causes squads to drop caches they might have captured.
The Americans have a variety of combat units, but the workhorse is the "squad" representing ten men. They have an attack strength of two. The Vietnamese have hardcore VC with a strength of two, militia with a strength of one, snipers with a strength of one (which are often killed on pin results) and decoys, which have no strength, but can move. The VC player also has peasants, which can't move, and porters, which can. There are also boobytraps, which explode with usually fatal results.
There is a standard game in which setup is fixed, the VC player starts with 75 points, and the Americans have to capture/destroy enough caches to beat that total. Wounding soldiers also adjusts the score.

Some of the pieces used in Grunt
In the more advanced scenarios, the VC player chooses an Order of Battle from a list, the more combat troops associated, the less of a victory point handicap he/she gets. This adds variability to the American experience as the Air Cav never knows if it's plunging into a lightly defended area or a North Vietnamese base camp.
The American player uncovers VC units by spending 3 movement points upon walking on top of them. If the VC is a combatant, the American unit is bounced back. If the item is a cache of stuff, the American must spend a turn with the cache without moving or firing. Then the cache can be destroyed or captured. If a capturing unit is pinned, it drops the cache. Capturing is worth more than destroying—unless it's bags of rice.
A game lasts just ten turns. Whomever has more points at the end wins.
Note: There is a Basic game, which has no terrain effects on movement or sighting. There is also a Solitaire game, which uses the Basic rules. Neither are terribly satisfying experiences. There are a number of optional rules (napalm bombs, artillery, interrogation of peasants to identify and locate caches, etc.) that I have not yet played with.
Gameplay
When the helicopters drop their squads in the jungle, it is impossible to know if they are entering a peaceful zone with naught but peasants and rice or if they have been unloaded into the middle of an NVA training camp. The VC are generally outnumbered and outgunned, but they have the virtue of invisibility. They are indistinguishable from the peasants and the decoys, and the victory conditions are in their favor: each American killed is worth far more to the Communists than VC blood is to the Americans.
This game plays almost in real-time, as each turn represents six minutes of time, and two experienced players can finish a turn in about that period. I really like that—one of the problems with tactical games for me is they tend to bog down with so many rules that it can take an hour to resolve five minutes of time.
Moving through the jungle takes a long time. It is really impossible to investigate more than half the map in the time allotted, and that means the American player has to make some hard choices at the outset. If forces are divided too thinly, it becomes impossible to bring enough firepower to bear on any VC regular to kill it. This might be all right if the goal is simply to pin while other units try to snatch caches, but the cautious player will be forced to leave much of the map unexplored.

Janice flashes an ironic peace sign just before a victory
The VC player has a psychological game, needing to keep to keep the American player guessing. Sometimes, this means moving frustratingly few pieces, as each moved piece lets the American player know where a mobile unit is. If a VC player is overanxious, a smart American player can have a pretty good idea where the useful Vietnamese units are, and this makes their game easier. A lot of the game is decided in set-up: it's a kind of rock-paper-scissors to make sure the VC makes the Americans waste time, but also have the most opportunity to pluck them off, one by one. And Americans have to decide between spreading forces thin or gambling on a concentrated thrust.
I still haven't figured out ideal VC strategy—does it make sense to cluster decoys in one section and combatants plus caches in another? In that case, the Americans waste time one way and walk into a trap in the other. Is it a viable strategy to put a records cache in the open, ringed by NVA regulars? That particular cache is worth little if destroyed, but capturing could prove too arduous. Endless replay value, indeed!
The Components
With a system dependent on hidden counters, Grunt (like Avalon Hill's 1966 flop, Guadalcanal) involves a lot of fiddly flipping. You have to keep looking at your pieces to remember what they are, and just this act can betray the identity of your units. So I took a lesson from Stratego: I bought a whole bunch of blank wooden cubes at a hobby shop and pasted the counters onto them. Now the VC player could see all units at a glance, but the American player just saw featureless faces. It worked brilliantly!
Fortunate Son
I am impressed with the speed and elegance of the game. The rules layout is a little muddled, and I think there are balancing issues (which I resolve by simply using the same rules and setup twice in a role and swapping sides—the winner is the one with the most points for both games). Grunt is an interesting puzzle, and it has a lot of color. The American player constantly has a feeling of dread exploring the unknown, but caution must be used in moderation for there to be a hope of winning. The VC player always feels horribly outnumbered, but the lucky roll makes the Americans stumble.
All in all, a commendable design, and one I look forward to returning to. It's a quick game, quicker than almost anything in my library, which is convenient for a short match and a meal at the local diner. I look forward to delving into the more advanced rules once I've got the standard game down pat.
Four stars.

Melody's notes from Vietnam were helpful in capturing the feel of what we were simulating
[New to the Journey? Read this for a brief introduction!]














































