Here's my first mission map. The objective was to repair the two computers marked as blue squares on the map, avoiding or fighting the hostile aliens that may be found. The mission had a 20-turn time limit. I had two grunts armed with assault rifles and an engineer with a pistol. I created a single type of alien: fast-moving, with strong close-combat attacks but relatively easy to kill.
ConclusionMy first game of GunCrawl was interesting. The beginning was easy, maybe because my map didn't have suitable corridors to allow placement of patrols (at least until I passed through the second room.) Also, I didn't use the rules for ammunition, which would have limited the amount of ranged attacks I could make in a turn. On the other hand, near the end of the game I would repeatedly roll new enemy reinforcements that slowed me down. I still have to experiment with the threat level system for balancing the number of enemy units on the board.
I felt that the rules for GunCrawl are simple and easy to memorize. They're also very flexible, and can be adapted to sci-fi, zombies, killer robots etc. Generally, all-out aggressive enemies will be well modeled by the rules. Differently from other tile-based crawls, in this game you set up the whole board in advance. This has the drawback of requiring some planning but at least there is no risk of getting stuck in a dead end.