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Army vision | - |
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Tactical effectiveness | - |
FINAL SCORE | 23.76 |
Back to Heavy Gear Blitz Army Design Contest
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Heavy Gear Blitz Army Design |
NORTHERN GUARD URBAN ASSAULT GROUP – 1500 TVMay the Gentle Prophet’s words be a comfort to you as we prepare for this difficult mission. Remember, we are the guiding light to the Heathen who have lost their way... Vision:City fighting is a messy, brutal business. You need to not only clear out buildings, you have to make sure that the enemy doesn’t infiltrate the area you just cleared and hit your forces in the rear as you slowly work your way from block to block. All the parts of an army must work together to minimize casualties. This force is built at Priority Level 2, which is a standard deployment for the field. It is based around the classic Northern Gear Section of three five-gear Squads consisting of General Purpose, Recon, and Fire Support Gears. This particular section is flavourful as it uses the Member States rule, highlighting the TOE differences between the Northern nations. Of particular note is the Revisionist Chaplain Army Commander from the Norlight Armed Forces, whose exhortations to the faithful will spur his squad on to greater acts of devotion. Also of note is the cheap gear squad on loan from the Western Frontier Protectorate Army, who tend to go with the cheapest gears available due to their small national budget. Northern Squads work best in conjunction with each other. The Recon Squad is designed to use their sensors to active detect enemy forces, provide Electronic Warfare support and forward observation for the other squads to use, and target designation for guided weapons. The Grizzlies of the Fire Support Squad carries two Heavy Guided Mortars to soften up enemy positions for assault and an Anti Tank Missile launcher to deal with heavy armour. The General Purpose Squad is configured for anti-infantry and close assault, using its Fragmentation Cannons to eliminate Gear and Infantry alike and the Heavy Panzerfausts to deal with hardpoints. They also have Heavy Hand Grenades for demolition purposes and to set booby-traps. A combined arms section supports the Gear Section, consisting of a Light Tank Squad and two Infantry Platoons with attached Sniper Squads. The infantry have the dirty job of moving from building to building, mopping up enemies left behind by the Gear Section and securing the flanks. To help with their task, they are outfitted with some of the heaviest infantry weapons available along with heavier armour to keep them combat effective longer in the field. The attached sniper squads provide stealthy infiltration, covering fire, and information on enemy movements. Each Platoon is also assigned a Badger APC to shuttle squads quickly from one trouble spot to the next. The Bandit Hunter Klemms are armour support, parking along fire-lanes to suppress enemy surges and providing Anti-Aircraft defence, assuming an AA drone is purchased with support points. The entire section can also support the Gears with a mass of indirect fire if the need arises. Northern Guard ArmyThreat Value: 1,500TV General Purpose Squad (Core - Base Cost: 205 TV)Jaguar (Att 3, Def 3, EW 1, Ldr 2) w/ HPZFs Stripped Down Hunter (Att 3, Def 3, EW 1, Ldr 0) w/ FGC, HHGs, HPZFs Stripped Down Hunter (Att 3, Def 3, EW 1, Ldr 0) w/ FGC, HHGs, HPZFsStripped Down Hunter (Att 3, Def 3, EW 1, Ldr 0) w/ FGC, HHGs, HPZFs Stripped Down Hunter (Att 2, Def 2, EW 1, Ldr 0) w/ FGC, HHGs, HPZFs Options: Swap 4 Hunters for SD Hunters (-60) 255 TVRecon Squad (Auxiliary - Base Cost: 345 TV)Jaguar (Att 2, Def 2, EW 2, Ldr 1) Cheetah (Att 2, Def 2, EW 2, Ldr 0) Cheetah (Att 2, Def 2, EW 2, Ldr 0) Cheetah (Att 2, Def 2, EW 2, Ldr 0) Cheetah (Att 2, Def 2, EW 2, Ldr 0) Options: None. 345 TVFS Squad (Auxiliary - Base Cost: 295 TV)Jaguar (Att 3, Def 3, EW 1, Ldr 3) Grizzly (Att 3, Def 3, EW 1, Ldr 0) w/ ATM Grizzly (Att 3, Def 3, EW 1, Ldr 0) Grizzly (Att 2, Def 2, EW 1, Ldr 0) Hunter (Att 2, Def 2, EW 1, Ldr 0) Options: Swap Headhunter for Jaguar (+15) 410 TVLight Tank Squad (Specialist – Base Cost 160 TV)Bandit Hunter Klemm (Att 2, Def 2, EW 1, Ldr 1) Bandit Hunter Klemm (Att 2, Def 2, EW 1, Ldr 0) Options: Add Klemm (+160) 160 TVInfantry Platoon (Core – Base Cost 60 TV)Infantry Squad (Infantry Skill 2) w/ Armour 9, LMG Infantry Squad (Infantry Skill 2) w/ Armour 9, Grenade Rifle Infantry Squad (Infantry Skill 2) w/ Armour 9, Grenade Rifle Infantry Squad (Infantry Skill 2) w/ Armour 9, Rocket Launcher, AGM Badger (Att 2, Def 2, EW 1, Ldr 0) Options: Add Light Machine Gun (+5) 140 TVInfantry Sniper Squad (xxx – Base Cost 15 TV)Infantry Squad (Infantry Skill 3) w/ Armour 9, Sniper Rifle, Stealth R2 Options: None. 15 TVInfantry Platoon (Core – Base Cost 60 TV)Infantry Squad (Infantry Skill 2) w/ Armour 9, Recon Drone Infantry Squad (Infantry Skill 2) w/ Armour 9, Grenade Rifle Infantry Squad (Infantry Skill 2) w/ Armour 10, Rocket Launcher, AGM Infantry Squad (Infantry Skill 2) w/ Armour 10, Rocket Launcher, AGM Badger (Att 2, Def 2, EW 1, Ldr 0) Options: Add Recon Drone to Lead Squad (+10) 160 TVInfantry Sniper Squad (xxx – Base Cost 15 TV)Infantry Squad (Infantry Skill 3) w/ Armour 9, Anti-Gear Rifle, Stealth R2 Options: Swap Sniper Rifle for Anti-Gear Rifle (+0) 15 TVSuggested Support PointsA combination made of of any of the following: Fighter-Bomber Airstrike [3 SP], 2x Medium Artillery Strikes [1 SP], Heavy Artillery Strike [1 SP], AA drone for Light Tank Squad [1 SP], Command Points [1SP], Infiltration [1SP] |