The recent announcement of the Dragonfly as an April Fools joke was an early tease and a good test for the Heavy Gear rules currently in Alpha development.
The Alpha rules have been a project that I have been involved with for over 2 years now and one of the hopes was always to show through the rules that a game of Heavy Gear is a part of a larger conflict with long range artillery and air support.
When building the rules we always assumed the aircraft models would be the same fleet scale counters that have always worked so ably for Heavy Gear Blitz. However, there was always the dream that we would do a larger aircraft model just to give the sense of scale the world has. For a fighter jet, or a bombe, this wouldn’t make a lot of sense since the model is effectively off-board and never sticks around doing only strafing runs. But for a model such as the Dragonfly and other hoppers the possibility has always been there that a 12mm scale model could be a part of the battlefield.
Submitted by Dave McLeod on Tue, 04/22/2014 - 11:43am
This is the last Alpha rules and army lists update before we start putting together the initial Beta rules. This means that the rules are still slightly in flux and the unit stats are getting more and more locked down. There are still many things to playtest, many combinations of armies, many combinations of support and unit, and many things to look forward to.
There are some pretty big changes this time around, most notably are:
Submitted by Dave McLeod on Fri, 04/11/2014 - 8:06pm
Usually when I play test games I look for examples of actions and consequences that defy expectations.
One such instance demonstrated itself in a play test game last week when a PRDF Strike unit of four Warrior IVs airdropped behind the lines of the south army I was testing. I would have expected my opponent to drop in on the Visigoth on my right flank and attempt to take it out but instead the unit was deployed onto my left flank and virtually won the game all by themselves.
Submitted by Dave McLeod on Fri, 03/28/2014 - 5:02pm
The March 14th update of the Alpha rules was swiftly followed by some quick sleuthing by some forum members who rightly pointed out that several models had been left out and there were some glaring mistakes in several files.
The following Army list Files have been revised sufficiently enough to warrant a revision to the March 14th update files. This will allow players to get all the changes in one place without the need to find each and every one themselves: South CEF Black Talons
If there is a true fact about rules updates it is no rules update ever feels like it is ever complete. For early versions this can be an advantage since it means there is still time and space for changes. There are a lot of subtle changes in the March 14th update and some not so subtle ones. The Melee attack options got some work and even some expansion with rules like Crush (for infantry) and Toss (for when you want to move a target but don't want to follow).
Some needed items are as simple as the separation of Split fire from the Burst trait. If the weapon has the Split:X trait you can attack X models with the weapon with one attack option. There is a -1D6 modifier to the secondary targets but it is still a powerful option. Auto cannons with rotating barrels are now in their own category called Rotary Cannons, slightly shorter range but wickedly effective.
Submitted by Dave McLeod on Fri, 03/14/2014 - 8:19pm
In the play test response file there is a list of play test goals and unlike most lists this list starts at zero. Goal zero is: Did you enjoy the game? This is entirely a subjective question. Enjoyment can take many forms. Enjoyment may come from a feeling of satisfaction of mastering the capabilities of your chosen army, from winning against the odds, from coming back from a serious setback to success, or just from making the best of a bad situation.
In comparison there are many reasons not to enjoy a game. Spending too much time checking over complicated rules can drain enjoyment from a game. Playing a game where you have no game position advancing moves you can make,such as a standoff or a force mismatch, can prevent players from enjoying the game experience.
Submitted by Dave McLeod on Fri, 03/07/2014 - 1:59pm
There are several subtle changes to the rules that provide some new options as well as balancing some weapons. In addition several style changes have been implemented and some re-balancing of certain armies (Peace River, CEF, and Black Talons, I'm looking at you!).
More details after the cutoff
Submitted by Dave McLeod on Fri, 02/14/2014 - 1:17am
The Alpha play test is revving up, many players are reading and commenting on the rules and now it’s time to have a quick review of attacking, weapons attributes, and damage effects.
How to resolve an attack in Heavy Gear is not a lot more complicated that making an opposed test for the attack and defender (s). Getting the attack to stick and do damage is going to take some work since the attacker has to fight against the natural defender’s advantage, terrain. There are several ways to improve your odds when attacking.
Submitted by Dave McLeod on Thu, 02/06/2014 - 8:34pm