Heavy Gear Blitz: Translated for the 40K mind

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Heavy Gear Blitz: Translated for the 40K mind

Post by DavicusPrime » Tue Nov 08, 2011 2:46 pm

Alrighty,

I've decided to give Heavy Gear Blitz (HGB) a shot, now that I've found at least one other local willing to dive in. And so far I've noticed that I've needed a bit of translation help converting my thinking over from playing 40K.

So today's topic is: Differences in List Building

Some Definitions (40K to HGB)
Point Value = Threat Value (TV)
Force Organization Chart (FOC) = Priority Level (PL)
Troops = Core
Elite = Elite :P
Fast Attack & Heavy Support ~ Auxiliary & Specialist
Unit = Combat Group (CG)


When you build your army, you need to pick your priority level and threat value. Threat value is pretty much the same as in 40K, your total army point value must be equal or less than the threshold. PL is like having the option to pick from 4 different flavors of FOC.
-A PL1 list is a reserve force or backwater garrison. They tend to have more core CG's in the list than other types of unit and can't take elites at all.
-A PL2 List would be representative of a typical Front line unit. It'll still have several Core CG's but can include more veteran units and even an elite unit if its large enough.
-A PL3 List represents a more specialized task force having the ability to pull in more veterans and a wider variety of equipment to pull off more difficult objectives than the rank & file could be expected to do.
-A PL4 list is the best of the best. These lists represent highly trained and equipped veteran forces that get sent on the most dangerous and/or pivotal engagements.

Other than changing the restrictions on what types of CG your list can include, PL also influences the victory conditions for your army. The higher your list's PL, the more and/or more difficult your objectives will be. And in many situations, ties go to the player running the lower PL list... Which helps offset the advantage of having a more elite army vs. a lesser equipped and/or trained foe.

In HGB you don't purchase HQ's as a separate CG, it's more like buying a unit upgrade, like converting an Ork Boy to a Nob. In this case it would be more like being able to convert the Nob to a Warboss.

At each PL you have a maximum number of units that you can take as veterans. Making a CG into veterans acts as another unit upgrade. Which opens up additional individual upgrade options to each model in the CG.

This ends today's lesson. As I familiarize myself with the rules further, I'll post more 40K to HGB translations.

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Re: Heavy Gear Blitz: Translated for the 40K mind

Post by Sniperfex » Wed Nov 09, 2011 6:06 am

download something called "Gear Garage" i can't remember exactly what it is called but it helps you build army lists for heavy gear blitz

it really is a fun game but the rules take a while to get used to..
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Wake up and live your life
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Re: Heavy Gear Blitz: Translated for the 40K mind

Post by DavicusPrime » Fri Feb 10, 2012 11:40 am

Now for another installment of Heavy Gear Blitz: Translated for the 40K mind...

One big thing I'm finding myself struggling to sort out is viewing a squad as a single unit. In 40K a unit/squad must move and act together. They have to stay in coherency and must focus all their attacks on the same target, assault the same thing, etc.

In Heavy Gear Blitz every model is it's own unit. They are purchased in squads and benefit from working together, but each model moves and uses its actions as an individual. This changes the dynamic in some major ways.

First, it changes the way you need to think when building your list. In 40K, picking weapon upgrades, for example, that don't compliment each other in the same squad is an inefficient use of your points as you won't be able to utilize every upgrade every turn depending on the unit's current target.

In HGB, taking elements within a squad that have entirely different purposes and/or capabilities is not only reasonable, but necessary. Example: A Northern Fire Support squad will typically have a Combat Group leader which is a standard trooper type gear that can take some communication upgrades and such. A couple Support Weapon gears that are basically walking artillery pieces. And then you get a pair of additional trooper gears that you can leave as is or upgrade their weapons.

Second, it changes the way you use a squad. As mentioned before, a 40K squad would have to move and act as a single entity. But for the Fire Support Squad mentioned above, the support gears will typically be hiding behind cover in the deployment zone, perhaps together, or maybe on opposite sides of the board, while the leader will be on it's own, spotting for them and/or designating targets for coordinated attacks. The two trooper gears would then have the freedom to act as bodyguards for the support gears and/or the leader or can go off hunting either together or on their own.

In short: A squad in HGB is like taking 5 different independent units instead of a squad being a single unit like you have in 40K.

until next time...
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Re: Heavy Gear Blitz: Translated for the 40K mind

Post by IGfanatic » Wed May 09, 2012 1:14 am

Sorry for threadnomancy but when are you going to make the third instalment? I'm really interested in this game but would like to know more.
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Re: Heavy Gear Blitz: Translated for the 40K mind

Post by DavicusPrime » Wed May 09, 2012 2:51 pm

Iggy wrote:Sorry for threadnomancy but when are you going to make the third instalment? I'm really interested in this game but would like to know more.
Thanks for the feedback. I had let this slide as I wasn't sure there was much interest. Now that I know you're out there I better get back on it. :wink:

HGB for the 40K Mind, Part 3: Dice Mechanic

A huge difference between HGB and 40K is how the game uses dice.

In 40K, you have lots of dice which you must roll to try and match or beat a target number defined by your statline. The more dice you get to roll and/or the lower the target number(s) the better the outcome. And each die represents a single attack.

In HGB your statline defines the number of dice you get to roll. You roll that number of dice and take the highest number rolled. If you have multiple sixes you add one per six after the first. If all the dice come up as 1's. it's a fumble and your roll equals 0. This number is compared to a threshold (target number) or the results of an opposing dice roll. If your number is greater than the target or the opposing roll, you succeed with a Margin of Success (MoS) equal to the difference in the numbers, If your roll is equal or less than the target/opposing roll you miss and the difference is called the margin of failure. The typical weapons in the game need a MoS of 2 to make any damage stick.

For the most part you'll never be rolling more than 5 dice, 2 or 3 being more common. The odds are you'll tie more often than not in straight opposed rolls. So the real trick of the game is to accumulate positive modifiers to your roll and negative modifiers for your opponent's rolls.

Some of those modifiers are based on your statline. Each model has a movement based modifier for both defense and offense. The average Gear's attack profile is +1 stationary/0 Combat Speed/-1 Top Speed. The typical defensive profile is the opposite -1/0/+1. So moving helps you stay alive but works against your ability to hit and make damage stick.

Other modifiers come from the statline of the weapon you're using. Which for the most part is going to be -1, 0 or +1 depending on the nature of the weapon.

Then there are modifiers that are gained through the use of tactics. Things like a combat group leader Coordinating the fire of his squad mates and/or catching a model in a crossfire reduces the target's defense modifier. Use of cover reduces the attacker's attack modifier. Being able to take indirect shots on a target that can't see you and/or being able to make attacks from above also reduces your target's defense modifier. In this way, HGB really forces you to think more tactically in how you use your army. While each model works independently, they need to work together to stack up those modifiers to be effective.

So to sum up, 40K is more about rolling successes on as many dice as you can to succeed. HGB is about accumulating modifiers that make each of your dice rolls more effective.

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Re: Heavy Gear Blitz: Translated for the 40K mind

Post by IGfanatic » Wed May 09, 2012 2:57 pm

Neat dice mechanic! Ill try and pick up the 2-player starter set.
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