As of the current HGB 3.1 rules, airstrikes in Heavy Gear Blitz are an option…but not a very good one. There’s two versions of Airstrike Counters for High Explosives and Napalm. Each is essentially a single-shot attack with the rare ‘BB’ weapon. It’s the only use, in fact. The BB or Bomb has the best AOE of the game at 4, but is otherwise unimpressive. The High Explosive adds AP, while the Napalm version is Anti-Infantry and has the Fire trait. Both are Guided. The ‘vehicle’ is essentially a single-shot attack with a GU of 4+ and a number of special case rules. It shows up, there’s some rules to counter it, and it makes a single attack. it’s gone. In general I rate a lot of Heavy Gear Blitz values by utility per action. The Aller at 34 TV for 3 actions means it effectively pays 11.33 points per action which is undeniably high. However, it gets to do this 4 times per standard-length game, so the effective cost per action is only 2.833 points. My issue is the rules don’t feel very fun or engaging: An airstrike just feels like an attack from a Gear that is “all or nothing” without the many of the usual options to add device and such. They can be effective, but often not. This article is the outline of a possible replacement system.
Pre-Flight Checklist #
For this idea, let’s assume that Airstrikes use the current Airstrike Counters (as they’re now vehicles, albeit very weird ones) and have a stat block broadly similar to other vehicles. Differences from normal vehicles:
- Airstrikes have movement listed as ‘Special’ or perhaps just ‘Placed.’
- Hull/Structure values may represent a few oddities of the rules.
As a ‘single action’ model, Aircraft would basically be a net zero for action economy: The model performing the FO spends ana ction to brin on a model that has it’s own single action.
Please Remain Seated for Takeoff #
Airstrike Craft can only be added as a Secondary CG of a new type which is somewhat like the Fortifications type in that it does not have associated objectives. The expectation is that these will be something taken irregularly and requiring a dedicated CG slot. The usual rules for actions apply, and it’s possible some advanced aircraft might have multiple actions. Airstrike Craft are exempt from many of the coherency rules, but also can’t benefit from those rules. They aren’t placed on the table with the linked CG but set to the aside. Rules would need to confirm this doesn’t mean the CG is treated as out of coherency.
Thank you for flying the Friendly Skies #
A modified Forward Observation (thus requiring an Action) is used to call in the Airstrike Token. A target unit or point is selected. If the roll is successful, the aircraft token (normally a 25mm hex base flight stand with a tiny, obviously out of scale aircraft on top) is placed on the board within 6" range of the target.
Airstrike Call Modifiers (Independent EW Roll) | Effect |
---|---|
ECCM | +1 die |
Satellite Uplink | +1 die |
Airstrike Craft has been damaged | -1 die |
Airstrike Craft has lost all hull | -2 dice |
FO is from a different Combat Group* | -1 die |
* For this purpose the Primary CG is considered the same Combat Group.
When on the table, the Airstrike Counter can be activated normally as part of the CG it is part of. It cannot move other than turning and is always considered to be moving at normal speed.
When off the table it is immune to damage, but also unable to act.
Airstrike Counters are removed from the board when their CG next activates.
The intent here is that pilots are protrayed as reluctant to re-engage once damaged, especially once seriously injured. Scoring a ‘kill’ ion an aircraft is difficult, but not impossible, as they are unlikely to return to the battlefield once damaged.
Note that a big concern with these rules is how they interact with the turn order. The intent is that the Counters are available a somewhat random number of actions, making them a risk commensurate with their flexibility.
Please Check Around your Seat Before De-planing #
The obvious impact is that Airstrike Counters would have much higher TV cost. They’ve hopefully moved from something of a novelty to a more interesting option.
- Airstrikes should be fun.
- Airstrikes shouldn’t be overwhelming.