March 14th rules update complete

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.

 

Goal Zero: Enjoying the game

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.

Defense and choices

Blog Topics 6 How to defend effectively (cover, ECM, Hull Down, Speed, Boosting actions, Defensive traits

I apologize for the delay between development blog posts but the March madness sale has started earlier than usual and the great deals are keeping the production side quite busy.

But back to defense. It’s all about choice.

Feb 13th Alpha update files posted

The updated files include all the FAQ and errata generated from the last two weeks of intense scrutiny by players. The next Scheduled update is March 15th.

Get the downloads here: Quickstart Rules

 

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

Alpha rules: The tests and damage

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.

Alpha release successes and Update schedules

There is nothing like a new release to get a month started.

I’ve been humbled and impressed by the quality of the responses that have come in to the initial readings and games played. It’s clear we live in a connected world with responses on the forums, e-mail, messages and others. The Heavy Gear Alpha sub-forum will have logged over 350 thread responses by the time I’m done this blog post on Monday AM.

One thing is clear. There’s a lot of interest. Some new faces and some old familiar ones are popping in to help out with their experience and knowledge. The sheer brain power being marshaled means only one thing: People care. It’s the most important thing to remember is that the person on the other side of the conversation also cares about the game and the setting and the little details that make it such a great sandbox to play in. We owe it to each other to debate the points honestly, respectfully, and even bluntly.

Heavy Gear Alpha Files posted

Let the play test begin!

It's a pretty exciting time here at the Pod. This project has been more than 2 years in the making counting initial planning and review.

Now you, the player get to weigh in and be heard.

 

More traits and a Cataphract review. Plus what you need to play!

(This is a continuation of Blog #3) with blog 4 added on.
Solkan is correct in his observation on the forums. “Checks have greater potential for a significant swing in results than Rolls” (paraphrased).


My early alpha play testers figured out a way to get a 15D6 attack check, requiring 6+ actions, and I think that's the best they've managed (and pure theory really. If you managed all those modifiers in game then you've probably already won). When you’ve read the rules see if you can figure out how they did it. The winning answer will get all the internets.


A good rule to remember is: The dice represent the potential of the action, and the result of the test is the actual result of the action.

Attributes, Checks, and Rolls

Models in Heavy Gear are defined by attributes. Current Heavy Gear players are used to some specific information on their models data cards. I’m going to tell you now how that is changing, show the Hunter and Jaguar example models and explain what is going on with the Dice tests.


First off, the Alpha does not have fancy data cards. That kind of formatting is reserved for final products, not products in development. When the Open Alpha is released this week on Friday the 31st you will also be able to download Army lists for all of the Factions. Each of these lists will include a copy of the basic army selection rules, some identification pics (to help out new players) and simply formatted tables with Models and Variants.

Lets look at an example and learn about the attributes of Gears and Weapons:

What's a Gear?

Here is an excerpt from the alpha of the introduction to Heavy Gear. An introduction is not required by the rules but for a player to understand the context of the game it is a stage worth indulging in.

 

People who appreciate Mecha and other military tech love the small details these little technical snips of information. It really pleases us to see care taken to get it right, to put the dirt under the fingernails of the universe.We care about the Gears because anyone would care about how they function.

 

The devil is in the details in a future reality world the Heavy Gears embody and realize that in the best way possible. Today in the modern era designers are building mecha prototypes and I find myself viewing robotics and vehicle  tech videos and noticing that the Heavy Gear future is coming. How long until police give up horses and start riding riot mecha? How long until urban work exoskeletons replace forklifts and ladders in many workplaces?

So here you go:

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