Friday, October 4, 2019

Grun on the Run Finale

The Grun gained the initiative again and lead off with the warrior in melee. He attacked with a draw of 1+ 10 + fight 6 and a push 7 (24) versus the Runner's 1+ 8 + def 6 and buff 3 (18). The Grun attack succeeded with 2 Edges (Abuse and Cleave) and a +2 Force bonus (17L) against a armor check of draw 6 + 4; resulting in 2 damage to the archer that also reduced his hits total into penalty card range.

The second Runner struck but with a draw 7 + fight 5 and no buff or push his score was beaten soundly by the Grun's 22 score with both a buff and a push. The resulting counter-attack took the Runner down by 2 more hits from 9.

The second warrior rushed forward and leapt into the attack, catching the second Runner from behind and beating his defense score of 14 with an attack of 21. He choose Abuse and Cleave for his Edges inflicting 4 hits on the hapless Runner.

The Runner originally engaged struck last but missed by a single point. This turn went very badly for the tribal fighters since they needed to take out one warrior to have a chance.


Turn six Priority went to the Runners. With a fresh Buff Hand it looked like they were in a better position to do some damage.  The first Runner's attack scored 2 damage on the most seriously injured warrior in an attempt to take him out.

The first Grun to attack finished off his opponent with a single Cleaving strike. The two bleeding and weakened fighters continued their battle but the Runner could not score a damaging hit on the other. The Grun's return strike sliced another damage point off of the archer however.


The final turn saw the defiant Runner cut down by the combined assault of the two warriors.

The victorious Grun fighters claimed their prize dinner before continuing their escape through the forest.

Wednesday, October 2, 2019

Grun on the Run Part 2

The first turn after being detected began with the forward Grun warrior shooting at the Runner look-out. The Runner drew a 5 + 6 def versus the Grun's draw 6 +5 shoot (on a tie, the defender is assumed to be losing the challenge). The Runner replaced his 5 with a 10 buff bringing his defense up to 16. The Grun buffed with his 6 bringing his total up to 17. Neither figure pushed so the Runner was hit. 

The rifle's 8M was reduced to 8L by the Runner's leather and basketwork armor and the piercing effect was cancelled as well. The Runner's draw 6 + 3 armor was enhanced by a 4 push versus 10 + 8L. The 5 point Margin of Failure in column Low equaled 2 damage. The Runner's Push total is reduced to 5 tokens.

The injured figure activated next and ran to hard cover to his right but throughout the move the Grun target was just beyond bow-shot, so the Runner couldn't use his "Running Shot" ability.



The second Grun activated and ran behind his crew mate, slapping his ear in passing, "We said no shoot!" His run ended in a leap that carried him behind hard cover.

The last two activation's were tribal figures. Both moved out of the ravine into hard cover facing the direction the shooting had come from.


During the Closing Phase, the tribal crew discarded the 8-card from their Buff Hand and added a 2 and a 3-card. The Grun kept their remaining Buff cards and added a 10-card.

Turn two Started with the first two Runners using their "Running Shot" abilities on the nearest Grun while they moved into new positions. The Grun warriors shot back.

The first attack had a draw 10 + shoot 6 versus a draw 7 + def 5 + buff 7. The Runner had no usable buff cards so the shot missed. The Grun targeted that Runner and he drew a "Void" card ending that exchange.

A second running shot had a draw 7 + shoot 6 and a buff 7 versus a draw 8 + def 5 and then a "Void" buff. Upon release the arrow lost a fletching vane and went wildly off course.

That attack drew Grun fire as well; a draw 8 + shoot 5 but no buff versus a 1+9 link and a def 6. The shooting missed.

The final Runner activation was used to move behind the hill to set up a flank run into the forested area on the right. Shooting exchanges had been ineffective so maybe it was time to engage axe to choppa.



During the Closing Phase, the tribal crew discarded the 2-card from their Buff Hand and added a 9 and a 10-card. The Grun kept their remaining Buff cards and added a 1+ and a 7-card.

Tuesday, October 1, 2019

Grun on the Run Part 1

The last few weeks of battle reports using the solo play system has resulted in some changes to the original draft document based on my observations. I've expanded the file up to two pages and added some more details to the choices that the AI can make for the forces it controls.These choices are ranked from priority 1 to 3; if a higher level priority fits the situation, I use that; otherwise working down the ranks to a priority 3 final default.

Grun on the Run picks up where the last scenario left off. The two escaping warriors outrun the Feudal pursuit and move deeper into a forested area. Unexpectedly they smell cooking meat and hunger takes over as they creep closer to the scent. Cresting a small hill, the warriors are able to look down a ravine and see the flames of a Tribal hunting party's meat-spit.

Two of the three Runners (tribal hunter-warriors) are talking across their camp-fire, but a third slightly above their location is on watch and scanning the surrounding area. The Grun warriors freeze in place briefly before edging cautiously forward and drawing their choppas. The rifles they carry would make too much noise and probably draw any nearby Feudal pursuit.


As the Grun warriors creep within range of the nearest Runner's "Alertness" ability, a stealth versus alertness challenge is resolved. The Grun have no stealth skill so they draw a single card: a 3. The Runners draw as a group, gaining Aid +2, and drawing one bonus card [+] for Alertness skill and scoring a high card 7. Three sets of tribal eyes turn toward the now revealed Grun position.



Turn 1

The Grun get a break and gain Priority. They get the first activation. The Grun cost total is 62 points for the two warriors versus 90 points for the three Runners. This gives the warriors a bonus of 6 Push to add to their starting 2 Push. The Runners have a total of 6 Push between them.

I drew the Buff Hands for both sides before being pulled away by the real world so I'll pick this up tomorrow when I'll have time for at least one full turn. When playing with small crews I use a variation of the usual Buff Hand size rules. Both crews get 1 + 1 card per crew member, based on the largest crew. Since the Runners have 3 members that equals a Buff Hand of 4 cards for each crew.



The two cards next to the Grun Crew Card is their A.D.I.M. solo play priorities for the first turn; the diamond indicates a "defend" priority and the clubs indicates "attack" priority. The updated A.D.I.M. Solo Gaming document can be accessed through the rules link at the top of the page.