IceRaptor wrote: But the terrain issue is a bit trickier; Heavy Gear Blitz is extremely sensitive to terrain density, and can wind up playing entirely differently based upon the lack (or abundance) of terrain. So 'tweak the terrain majorly' is a bit misleading; if you are playing HGB with the same level of terrain as 40k, that's pretty much a killing ground for gears. If you play with a warmachine or FoW amount of terrain, balance shifts back to gears, dependent on how many fire lanes. If you play with dense terrain, like Infinity or Mordheim, tanks are pretty useless, since the gears can get too close to them. The first two gears who pop their heads out will die, and then the tank will get nuked.
Which is a big problem, but not with the game itself.
I'm fairly certain that the playtests were not working that well because the tester were effectively not playing the same game, due to terrain placement (and some element of play style.)
DP9 and
HG are fringe enough that the law of large numbers does not help to compensate for that.
I think that some of my most... heated... discussion on dp9forum were ultimately caused by that.
We usually tried to use the middle amount of terrain.
I'm certain that some were using a
40K ish amount during the playtest.
In that case, ranged fire that would have been usable for us would have been overkill.
Same with Indirect Fire (aka artillery) : we think that's its too random (i.e. does not hit something often enough) and too deadly when it hit.
Players that prefers to keep their gears organized like a
40K style squad will think it's more than accurate enough.
As for the optional rules, I have not tested them. They were published after my
HG group disintegrated, and I frankly doubt I would be able to find players to test them with. Or that I really want too, because they only fix part of the problem with range attacks.
That being said, they do seem to help.
In particular , stationary mode, which used to come with a greater penalty to the defense, is more survivable, and Top Speed, which used to be a "I'm invincible!" option is less overpowered.
Walker, which striders are, also get a nice bonus compared to tanks.
Overall, this should at least lower the interest of rushing toward the big central scrum.
Stationary gear should be able to shoot something at range, while still be very vulnerable to artillery, so you should see turn of movement, to get into a good position, followed by turn of shooting, followed by turn of running away from the scout that want to send you position to the big guns.
If I did not have my previous history with the game and its maker, which does colors my opinion, I would probably test it with those changes.
Oh, and rapidly, concerning the objectives, the main problem is the randomness.
Let's say you choose your 2 objectives for the game. You want to destroy an enemy squad, and to keep one of yours alive.
Both objective have the same value.
You randomly select the squads.
Suppose that, randomly, you end up having to destroy the enemy elite squad and keep your alive.
Suppose that both squads have 5 gears.
You need to destroy 3 of his elites gears to get 1
VP, 5 to get 2.
If only one or two of your elite gears is destroyed, you get 1
VP. If 3 or more are destroyed, you get none.
See the problem ? In that setup, if you risk your expensive elites, you help your enemy, while his can be risked without helping you.