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Army vision | - |
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Tactical effectiveness | - |
FINAL SCORE | 22.57 |
Back to Heavy Gear Blitz Army Design Contest
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©1994-2024 Bill Armintrout
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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 points5 combat groups, 22 models, 24 actions. Army commander:Airborne CGL. +1 to Def/Ld. 20 points 2 Dragoon squads:(Veteran, Aux choice) 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) (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) 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) 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.
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:
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