Balancing for Big, or Small?

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?

 

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