In the NuCoal section of the living rules on page 147 there is a fun list called KADA, or Kayr-Ad-Din Army with a special rule called The Brute. "One non-commander Duelist may select a Strider type model from the North, South, Peace River, or NuCoal force lists."
These kinds of rules just begs to be used to build unique and characterful model for your force. Now not every player will build a KADA force, but every player should because it allows for a unique and fun force to build.
For my Brute I know I wanted to start with a Cataphract for 26TV. There's just something about the implied violence of a Cataphract model that deserves to be turned up to 11. You add the required Vet trait for 2TV for the skill point and then start looking at other upgrades.
Submitted by Dave McLeod on Fri, 11/06/2015 - 2:26pm
North players celebrated this past week with the release of the new North Mountaineering unit with two Leopard and two Lion Gears.
At first it might not be obvious but the most overlooked aspect of these Gears is the Climber ability. It seems strange to say that but it is a fact that most Gears are very inefficient at climbing and the negative modifiers for being hung up while climbing terrain can act to dissuade a player from ever leaving the ground.
Submitted by Dave McLeod on Tue, 10/27/2015 - 11:38am
Things are a bit heady around the pod right now. We've got two new VTOL models inbound, the Lion just dropped and the Leopard will be following soon after. The big thing that most players will want to know if how is the update to the Living rule book going?
Like most updates there is an important thing to remember about them; it is the small changes that matter.
Some changes you will see and experience right away, but most will not affect the average player as they are too limited to specific rules or models. Read on to get a sense of how these changes will affect your games.
Submitted by Dave McLeod on Tue, 09/29/2015 - 1:50pm
Though it is far too early to be talking about specific release dates with the success of the Kickstarter (Fulfillment Fall 2015) we'll soon be announcing what will happen after the kickstarter rewards are sent out.
Ideally we will be then focusing on bringing other faction models also to plastic as the price point improvements make the game much more competative. Naturally any players who prefer the older metal figures will be happy to know that the current range of metal figures and parts will remain available.
Submitted by Dave McLeod on Mon, 07/13/2015 - 9:52pm
If there is one thing that has always attracted me to the world of Heavy Gear it's that though there is a lot of military conflict it occurs in a world that is distinctly not post apocalyptic. If anything society could be on the cusp of a golden age like has never been seen in the history of humanity. And while this world of conflicting ideologies creates more than enough dynamic tension, even if it is not in the context of an invasion of Earth forces, sometimes you kind of want to play the bad guy.
Almost uniquely Heavy Gear does not have any defined bad guy, an evil nation. Even the Earth government does not go in for wholesale murder or genocide, though what is happening via geoengineering on Utopia and Eden might qualify. No, I'm talking about the Mad Max scenario. Like many I went to see the film and thoroughly enjoyed it. Don't drive a car within two hours of seeing that film, you'll get pulled over for sure.
Submitted by Dave McLeod on Fri, 05/29/2015 - 12:28pm
There have been a number of philosophical design points that are apparent to a person picking up heavy Gear for the first time and one. A clear one is that you pay more Treat Points Value (TV) for a model with better weapons and attribute scores.
The one thing we don't do in the Force lists is tell you exactly what to put on the table to make your army a real force on the tabletop that is more than the sum or its parts.
There are some basic concepts and synergies that you the player can use right away to get the most value out of the TV that you are paying to select your forces. A really important fact to remember is that there are specialists and there are generalists and then there are the lowly trooper Gears that form the backbone to many forces.
Submitted by Dave McLeod on Tue, 04/28/2015 - 2:24pm
There's a certain art to balancing games, one which always begs the question, what game are we balancing for? In terms of Heavy Gear the Edition and resulting rules change has meant that we had a distinct opportunity to change the scale of the game, and by that I do not mean the scale of the models (!). This blog is going to be a trip down memory lane of how we got to the current army construction in the Living Rule Book.
Heavy Gear has always been written from the perspective of a military force with all the accompanying support elements. You have your Gears as the Mainstay of mobile tactical units, tanks for heavy fire support, and infantry for claiming ground with air power being a support element. There was always a disconnect with me in the old Heavy Gear Blitz with how the squads were purchased, by the unit when the game never really supported more than three units. So when the chance came to really shake the game down to it's core and ask how it was going to be played we had to answer a very important question first: How big/small is this game supposed to be?
Submitted by Dave McLeod on Tue, 03/31/2015 - 11:43am
One of the hardest part of the Game designer/Line Developer job is how you get to be buried with the rules for so long that it never seems like those small incremental changes will ever result in a finished document.
One thing I've noticed though is how its affected my son. He's 7 and is big into Lego and Plasticine and is constantly leaving his creations on my work desk. I doubt there's another kid at his school who could describe the theory of how mecha/robots/vehicle differ from each other. But I'll spare you from the terror that his goal of an army of snake-mecha would bring to the Heavy Gear universe and just focus on the Living Rule Book Beta rules that we are dropping later today.
What's new? Well... A lot really. And then again most of it will look very similar unless you've been there in the trenches watching them change step by step.
Submitted by Dave McLeod on Wed, 02/18/2015 - 1:37pm
In the forthcoming update/rewrite of the beta rules (due out as soon as layout and final checks get it ready) there are not a lot of new parts. There are some sections that have been eliminated and you can find the list of those here.
A truly new part of the rules debuted as part of the satellite uplink section, the ability to relay using other models as intermediaries. This concept is now being extended to any model with the Comm:X trait.
Submitted by Dave McLeod on Thu, 01/15/2015 - 12:46pm