What are all your opinions on the Tactical sourcebooks, Tac Air, Field
Support, Tanks and Striders and the North/South Vehicle Compendiums??
And as, one last question how do things compare to battletech? I liked
Btech, but I like Anime as well, and the faster moving gears seem to apeal
to me more like Appleseed and Macross kinda stuff. Instead of the slow
moving 50' tank like Mechs.
And, if I may get offtopic, is there anything new for Appleseed after
the First movie?? or the graphic Novels?
Thanks a bunch guys, sorry for so many questions all at once.
The Tactical Boxed Set has the 2nd edition Tactical rules, which
are basically the same as the 1st edition rules, but better explained.
It does have the infantry rules, and rules for abstracted off-board
artillery and air support. There are no explicit rules for tanks, but
tanks are vehicles and use the same system as Gears, anyway.
Buy Tanks and Striders to get the stats.
It has the "basic 8" Gears and their weapons.
I strongly recommend buying it.
> What are all your opinions on the Tactical sourcebooks, Tac Air, Field
>Support, Tanks and Striders and the North/South Vehicle Compendiums??
TacField is pretty neat, but not really necessary. TacAir is a bit
clunky, but worth buying if you want to play with aircraft on the
battlefield. Tanks and Striders provides stats, counters, and
scenarios for tanks and striders, and is unnecessary if you have
the xVCs. The xVCs are very cool and highly recommended.
> And as, one last question how do things compare to battletech? I
liked
>Btech, but I like Anime as well, and the faster moving gears seem to
apeal
>to me more like Appleseed and Macross kinda stuff. Instead of the slow
>moving 50' tank like Mechs.
I run tabletop games in the new scale at the local game store.
We had a six player game two weeks ago, with each player taking
control of 5 gears. I started setting up at 6:45 and left the store at
10:30, after having put everything away and rehashed the game
with the players - 4 of which had only played 3 games of HG. So
the game plays very quickly.
As for the feel - Heavy Gears blow up. They blow up a lot.
With okay tactics and great rolls, you can send one Gear behind
a couple of others and destroy/cripple all of them in one turn.
It gives a somewhat cinematic/anime feel to the game.
-Mark Langsdorf
Pod Corps Austin
>artillery and air support. There are no explicit rules for tanks, but
>tanks are vehicles and use the same system as Gears, anyway.
Important note:
Tanks are big, bad mamma-jammas. Tanks eat Gears for breakfast. Do
not attempt to take on tanks in a Gear sans support. If you see more
than one tank /run/, unless you're a fast moving scout with a TAG
laser so you can call in indirect fire from your buddies over the
hill. :)
--
Alexander Williams (tha...@gw.total-web.net) | In the End,
"Join the secret struggle for the soul of the world." | Oblivion
Nobilis, a new Kind of RPG | Always
http://www.chancel.org | Wins
That's not true!
Gears can take tanks, provided the Gears are tank hunter
models and there is a *lot* of terrain on the board - like more
than 50% jungle and forest.
The Gears will still lose a fair bit, but they'll survive with
good tactics.
Of course, Gears versus tanks on the open plain tends to
be a bit of a disaster for the Gears...
> That's not true!
> Gears can take tanks, provided the Gears are tank hunter
>models and there is a *lot* of terrain on the board - like more
>than 50% jungle and forest.
Ah, but it is true for any definition of tank commander which tends
toward "clued:"
COMMANDER: Oh, look, a bunch of rough terrain where my maneuverabiliy
will be limited and my ability to hit a fast-moving and agile force
will be cut way back; someone get me a few infantry squads up here to
go in first, and send the gears on ahead to probe for attackers ...
At which point it degrades to a group of my anti-gear gears and
infantry clearing the path of anti-tank optimized gear/infantry squads
and my tanks providing off-board close fire support ... which,
perversely enough, is the perfect kind of gear vs gear setup. How
clever of me. :)
Any tank commander who goes into a region with more than 50%
jungle/forest/mountain without /serious/ reservations and a hungus
amount of combined arms support deserves the spanking he'll get. Even
in his best possible outcome, he'll lose tanks he can't afford to
unless his tactics are solid as stone and his luck is running hot.
(Yes, I believe its possible to win a battle and still consider it a
loss, but I like playing with mission aims, too; I'm weird.)
> Of course, Gears versus tanks on the open plain tends to
>be a bit of a disaster for the Gears...
COMMANDER: Ah, West Germany, er, Westphalia, tank country! Roll in,
men!