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Heavy Gear Blitz Army Design Contest Entries


This page lists one of the Contest entries.


Voting Results

TMP readers voted for each category on a scale of 1 to 10, where 10 was the best. The final score is the sum of the three ratings, with the army vision rating weighted double.

Army vision7.50
Tactical effectiveness7.57
FINAL SCORE22.57

Back to Heavy Gear Blitz Army Design Contest


275 hits since 1 Jun 2009
©1994-2009 Bill Armintrout
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Hudson D's Contest Entry

Heavy Gear Blitz Army Design

The traditional advantages of the North (firepower, artillery, and ranged superiority) tend to work poorly in the urban environment, where combat usually occurs at a much closer range. The following army was therefore designed to excel at short to medium ranges, at the cost of long-range and fire support capacities.

Infantry is hard to destroy in dense/urban terrain, but provides little firepower. Since this army is designed for offense more than defense, I've decided not to include any.

Northern Guard, PL3, 1,500 points

5 combat groups, 22 models, 24 actions.
Ld 3 commander, 6 base command points.

Army commander:

Airborne CGL. +1 to Def/Ld. 20 points

2 Dragoon squads:

(Veteran, Aux choice)
Jaguar (CGL) -30
Hunter swapped for Jaguar, equipped with Snub Cannon (SC), Field armor, skill 3. 45 points
Hunter, equipped with Frag Cannon and Heavy Grenades (FGC/HHG). 5 points
2 Cheetahs swapped for SD Hunters, equipped with FGC/HHG. -70 points.
(305-30+45+5-70)*2=255*2= 510 points.

Assault, close range. These are your trooper units, the main firepower will come from the HHG, that work against everything from Infantry to heavy tanks, but the FGC are useful if the opponents tries to force melee. The skill-3 Jaguar with a SC is as much a deterrent as an actual weapon, as very few things are going to willingly close with such a threat. Use your CGL (combat group leader) to designate targets for either the Hunter or Jaguar. You have very few shots, make them count.

Airborne squad:

(Veteran, Specialist mandatory choice, on loan from the NAF)
Jaguar (CGL)
Hunter Commando with EW upgrade. Skill 3. 25 points
3 Hunter Commandos. Skill 3. 60 points
Chaplain and warrior-monk upgrade for the Hunter Commando EW. 25 points.
295+25+60+25=405 points.

(Since it's been officially errata'd, I've used the base value of 295 for the squad, instead of 315)

Assault, close to medium range. Same role as the Dragoons, but you have better direct anti-gear firepower, at the cost of anti-infantry and anti-armor capacity. The Chaplain provides a re-roll for your squad, and ECCM for your commander.

Light tank squad:

(Aux choice)
Additional Klemm. 160 points
2 Klemm swapped for Jaxons. -100 points
160*2-100=220 points

Fire support, medium range. These tanks provide your only real fire support, use massed HRPs (Heavy Rocket pod) salvos to break enemy concentrations prior to assault (whether you're attacking, or defending).

Recon squad:

Jaguar (CGL)
4 Cheetahs.
345 points

Recon/spotting.

If they are not busy with recon objectives, your cheetahs provide you with spotting ability, and ECM cover. All your other squads have access to powerful indirect fire options (HHGs, MRPs, HRPs), so good spotters will prove useful. In a pinch, you still have access to HGs, that are effective against infantry and lighter gears.

Overall strategy:

The Dragoons and airborne squad provide the assault ability, while the Jaxons provide close support. The dragoons are equiped to handle any kind of target, from infantry to heavy tanks, the airborne squad is better equiped for Gear hunting. The recon squad is there to provide ECM cover, and act as spotters, or achieve recon objectives.

You have poor range, and low endurance, so use terrain and manoeuvers to pick your fights and avoid unfavorable engagements. Choose areas where the opponent will be forced to fight you at close range, and use area effects attacks to prevent him from massing his forces.

Recommended objectives:

You have 6 objective points, and there's a 50/50 chance you will have to pick at least 3 offensive objectives.

  • Recon & scout (standard). A dedicated recon squad makes those objectives rather easy.
  • Hold/seize (defensive/offensive). Close assault/counter assault is what this army was designed for. Avoid long fire lanes, you are poorly equipped for ranged warfare.

Recommended support options:

You have 6 support points.

Air cover is a must have, whether AA assets, or fighters. Fighter bombers are always useful, and can reach opposing support assets you wouldn't be able to neutralize otherwise. Infiltration can open some nice tactical options, by allowing you to deploy some squads much closer.

Reserve can be used to air-drop your airborne squad later in the game, but that means doing without your commander at first. Risky.

Objectives you should avoid:

  • Protect/survive (Defensive). Easy if it's the Recon squad, rather hard if it's the Jaxons. Risky.
  • Blockade (Defensive). Very hard to achieve if the terrain setup is "wide edge." Be careful, you do not have the firepower to prevent your opponent from closing with you, so you will have to destroy any unit that tries to enter. Risky.
  • Escape/Breakthrough (standard/offensive). This means sending your squads where your opponent is well dug-in and waiting. Bad idea.
  • Assassination/Wipe them out. (Offensive). Easy or hard depending on the target, expect your opponent to make your life harder by protecting your targets.