4 Hands on Deck
4 Hands on Deck
  • Видео 12
  • Просмотров 176 452
Battletech Battlereport: Necromo Breakthrough
Hello everyone! We're back, once again, with the game to the custom infantry video! more by chance than anything else, this battlereport happens to play on necromo, and coincidentally, we upload on halloween. huh. neat. Anyway, enjoy!
Special thanks to everyone who gave us voice acting, pictures, references and rules clarification - you know who you are!
also, if you want to stay up to date, get a look behind the scenes, or just hang out with us: we now have a discord server! discord.gg/cgxFKdUgqN click here!
we used:
www.masterunitlist.info for force creation
www.sarna.net for research
store.catalystgamelabs.com/co... for miniatures and maps!
Battletech, mechwarrior, and most stuff used in thi...
Просмотров: 8 459

Видео

Introduction to Custom Infantry and Scenario Crafting for Battletech
Просмотров 6 тыс.10 месяцев назад
Watch Green struggle through infantry creation and scenario crafting for our next main video. Rules used contain loads of things that have changed much more over the years than the battlemech rules themselves, we tried our best to be as thorough and up-to-date as we could. Join our Discord! discord.gg/cgxFKdUgqN Models used, as per usual, are 'Mechs from the official catalyst games store, and i...
Classic Battletech - A Movie about Mechs and Tanks on Menion
Просмотров 25 тыс.Год назад
We are back again with a Battlereport, this time an actual Scenario and less rules-oriented! After having tried the rules for vehicles last time, this time Green wonders if a mostly vehicles-focused side would be able to stand up against mechs. And so our attention wanders to Menion, a radioactive wasteland within taurian space, and more specificially, the brian cache located under its surface....
Lets Paint some Battletech Miniatures!
Просмотров 19 тыс.Год назад
Red walks you through the painting step by step, be that techniques or some thought processes behind taking up a brush. We're finally there. Red has given in and is fed up with playing with gray models. After two games. Should've known really. Either way, today you can watch how a lance of Taurian Concordad mechs (more specifically Red Chasseurs), and a Comguard level II get their colors before...
Let's play Battletech: Bring in the Tanks!
Просмотров 29 тыс.Год назад
This time around, we dive into the world of tanks, hovercraft, VTOLs, mobile artillery and battle armor infantry, learning our way around tracks, wheels, air cushions, rotors, and how well they play against the much more powerful clan equipment. The first two turns of the game we use to bring in rules explanations as they come up, and in the second half of the video, we'll go over to a much mor...
Lets play: DnD - Tomb of Annihilation, ABGS. Episode 5 - The witches errant
Просмотров 516Год назад
This time, we finally arrived at the witch thats supposed to help us! only, she wants a little favor first. so, another errant mission.... kill 5 undead. oh well, one more time into the fray.... Featuring Music by Andrew Sitkov, Joel Steudler et al, via Gamedev Market and Humble Bundle. Also including additional Sound effects by Mixkit, Tabletop Audio and stuff that was conveniently close to a ...
Let's play Battletech - An Introduction
Просмотров 70 тыс.2 года назад
We dive into some classic battletech tabletop action. We go over the history of the game, the rules in more or less minute detail, and finally finish a quick and dirty session with a bit of story attached, to show how easy it is. Enjoy! Special thanks to everyone who gave us video footage, voice acting, pictures, references and rules clarification - you know who you are! also, if you want to st...
Lets play: Dungeons and Dragons: Tomb of Annihilation, board game edition. Episode 4: The Witch
Просмотров 1,1 тыс.2 года назад
In this Adventure, our brave heroes set out to find a witchdoctor who supposedly knows something about that lost city that needs to be found. only, she isn't keen on being found either. and she lets us know. Featuring Music by Andrew Sitkov, Joel Steudler et al, via Gamedev Market and Humble Bundle. Also including additional Sound effects by Mixkit, Tabletop Audio and stuff that was convenientl...
Let's play the DnD Boardgame: Tomb of Annihilation Adventure 3 - The Great Ape
Просмотров 7902 года назад
Is it finally time for Jessamine to give us information so we can do something about the death curse? ...No! Its time for yet another task we do for her before she can actually help us out! So, lets just get it over with... surely, that ape can't be THAT great, right? Featuring Music by Andrew Sitkov, Joel Steudler et al, via Gamedev Market and Humble Bundle. Also including additional Sound eff...
Let's Play: Tiny Epic Dungeons!
Просмотров 8472 года назад
Hello again everyone! its been a while, but we FINALLY finished this monstrosity of a video. A valuable lesson was learned in how long we should realistically make videos, but, well, we hope you enjoy watching it anyway! This time, we take a break from DnD and instead turn towards the goblin coast, to rid the area of the sneaky menace for good! Or at least for a short while. They usually come b...
Let's play the DnD Boardgame: Tomb of Annihilation Adventure 2
Просмотров 2,3 тыс.2 года назад
Join us for a second time in the 5th Dungeons&Dragons Boardgame and watch our heroes story start to get difficult! After doing a first task for our new merchant friend and proving our worth, she has us go out for something actually challenging while getting the information we seek.... Featuring Music by Andrew Sitkov, Joel Steudler et al, via Gamedev Market and Humble Bundle. Also including add...
Let's play the DnD Boardgame: Tomb of Annihilation Adventure 1
Просмотров 14 тыс.3 года назад
Join us when we tackle the 5th Dungeons&Dragons Boardgame and watch our epic adventure take shape! First, we need some allies and decide to head out to pick some mushrooms for a wealthy merchant. 'Us' being a lizard paladin, a bird wizard, a cat bard and a human druid. Featuring Music by Andrew Sitkov, Joel Steudler et al, via Gamedev Market and Humble Bundle.Also including additional Sound eff...

Комментарии

  • @godofdarkness01
    @godofdarkness01 6 дней назад

    Preface: This comment has run up against the dreaded character limit. It'll be in multiple parts in the replies. One potential correction I'm surprised I'm not seeing many comments about is that in Breakthrough, the defender doesn't walk in from the far edge, instead starting already set up anywhere they want. I'm not sure whether doing it differently is intentional here; the default thematic assumption is that you're breaking *out* from behind enemy lines, whereas here it's a break*in*, and I could see how the rebels might be assumed to not have full control of the territory, but I didn't hear it clarified in the video, so potential correction. Especially if you were playing this with eight maps, it wouldn't make much sense for no combat to be possible until the first four are closed across; with the defender already in place, they can harass the attackers in a walking retreat back through their own ambush lines more easily, and the attacker has to choose between caution to not fall into an ambush and aggression to not be sitting ducks, even in the first map. (Page 262, final paragraph of the breakthrough rules, just above the victory point table. This is an exception to the general rules where you walk-in from off-map, and one of the defining features of breakthrough.) Furthermore, I believe that when using hidden units, they're set up before the scenario begins, not during the first turn's activations, so the hider doesn't get advantageous initiative and/or informed hiding based on the attacker's movements... though that matters far more with forward general deployment so conflict can happen on the first turn. (The same paragraph, hidden units are set up at the same time as the rest of the defender's units, before the first turn's movement. Furthermore, Hidden Units, page 259, first paragraph refers to hidden unit placements being determined 'At the start of the scenario...')

    • @godofdarkness01
      @godofdarkness01 6 дней назад

      Another thing about hidden units: You explicitly say that if the...- let me quote directly for clarity. (With further clarifying notes by me, that technically they're already set up and just need to be revealed, in {} brackets.) "He will either... set them up {reveal} immediately before movement begins, and is then allowed to move them as well. ... set them up {reveal} right before the weapons phase, which consequently allows them to fire during it. Alternatively, he may be forced to reveal them. Either by me walking right on top of them, which grants him a surprise attack against me... ... or, if I'm a little more lucky or careful, if one of my units stops my movement in an adjacent hex. Then, he's also forced to set them up {reveal}, but doesn't get the surprise attack." I believe this is incorrect, though hearing you explicitly say it rather than passively doing it that way makes me wonder whether there's an updated version of the core rules that's changed it or something. Speaking under the assumption my information's correct and up to date... Still looking at Hidden Units, page 259, the third paragraph says 'If a unit attempts to enter a hex containing a hidden enemy unit, it stops next to that hex instead. {The second sentence isn't relevant presently.} The hidden unit is revealed. Additionally, a unit that ends its move next to a hex containing a hidden unit reveals that hidden unit. Hidden units revealed in these ways cannot move that phase.' Scrolling down a bit (or turning the page, if using physical book rather than pdf), 'Pointblank Shots from Hidden Units' on the next page says 'A hidden unit revealed by enemy movement may immediately make a special pointblank weapon attack against the unit that revealed it. {And then explains what one of those is.}' Now I see how this may be ambiguous, upon seeing someone interpret it differently. I assume your reading is that 'revealing by enemy movement' is only when the enemy walks directly into them, not when moving adjacent to them. (After all, then they're revealed at the end of the movement.) I've always read it that 'revealing by enemy movement' is either of the above methods, as opposed to the hidden unit's controller manually revealing them to move or attack. (Or other methods of revealing stated, like special sensor equipment or AoE attacks.) I do think this is somewhat ambiguous as written, so take this not as an objective correction. To talk a bit more about how I interpret it, I feel like the intention is that hidden units can ambush enemies passing close to them as long as they stop there and don't speed by, and the rule for moving into the same space (The mover stops.) is just a special case to prevent mechs occupying the same space when the attacker tries to walk into a hidden mech's space, and then (The hider is revealed and ambushes before the normal reveal at the end of the movement.) an immediate reveal because it'd be thematically weird if the moving mech was forcefully stopped (!) and then was told to hold on a while for everybody else to shuffle about first before they actually see what stopped them. (Though it of course does add tactical value to other units to be able to interrupt movement through their hex.) If units can only use the surprise attack against those entering their own space, it'd very rarely come into play since the playspace is quite big, and hidden units are just little guys; the chance they move into one exact hex is quite low, so you'd generally just activate them manually as enemy troops close in (or maybe are passing/have just passed by, depending on strategy), whereas if they can ambush enemies moving close, there's a greater risk/reward between manually revealing them to move in and fire and getting definite attacks in sooner, versus hoping the enemy comes to you to get the devastating pointblank attack with the higher surprise factor. In the reading I've always used, you can also potentially ambush from multiple sides at once if they end their movement in the space between you; while I've never played Battletech myself due to not having anybody to play tabletop games with, I've always imagined a Hide and Seek scenario in a city where I use hidden infantry to ambush a light mech, and then run down a nearby street between two buildings if they survive 'til the next movement. Very much a Home Alone situation, if the opponent simultaneously wants vengeance for the hit and thinks that now the infantry is weak and will be easy pickings and chase them down the alley to stomp on them, they immediately get successively ambushed by two more squads of infantry positioned in the buildings either side the second they end their movement. (Indeed, with pointblank attacks only when an enemy moves into their space, infantry in buildings on an urban map would never be able to formally ambush an enemy mech unless they crash through the wall of the building, which is possible, but not exactly a standard mode of movement.) ... think I had more to say about the matter but I've forgotten it, and don't want to ramble for too long. So anyway...

    • @godofdarkness01
      @godofdarkness01 6 дней назад

      ... I did a Google. I think that's cleared it up. I probably could've just done that first, but I felt like simply saying the results of that would be a bit dry when I could instead express my own realisation that this is more ambiguous than I thought, and talk a bit on it; I respect situations that can make me test my knowledge of rules I thought I knew with alternate interpretations, and thus gain deeper understanding of them, whatever follows on from it. I've found quite a few forum posts asking about these rules with the answer always being 'pointblank attacks are triggered from adjacent spaces as well, at the end of movement', but the most authoritative place I've found is the Battlemech Manual, which was released recentlyish as an abridged version of Total Warfare featuring only the rules for Battlemechs to ease in new players without the other units. There, the Hidden Movement rules, page 21, say 'If a ’Mech attempts to enter a hex occupied by a hidden enemy ’Mech (jumping over it does not count), or ends its movement adjacent to such a hex, the hidden ’Mech is revealed. A hidden ’Mech revealed in these ways may immediately make a special point-blank weapon attack against the ’Mech that revealed it. {And then gives a page number for further info on that.}' Again, this should be read as focusing only on the rules as they pertain to Battlemechs with Total Warfare extrapolating how they do or don't pertain to other units, but I believe it clarifies the intent on what 'revealed by enemy movement' means.

    • @godofdarkness01
      @godofdarkness01 6 дней назад

      One more thing that wasn't inspired by anything in the video, but rather my research into the previous: While looking through the section with an eye for ambiguities, I revisited something I knew I wasn't 100% sure on. The pointblank paragraph describes making a special 'pointblank weapon attack'... but it doesn't go on to precisely define with what weapon, or how many of them. I've always dutifully assumed 'one weapon, pick any (probably your biggest one)' since that's the reading that assumes the least, but have always been bothered that they don't *technically* say '... weapon attack which consists of any single weapon' (or however it would be written) in a precise manner. (Total Warfare and the Battlemech Manual both phrase it this way, with 'pointblank weapon attack' said in singular, but without precise definition of how the attack is made, just the additional effects on it [i.e. ignoring penalties from the target's speed and terrain, and the unique timing of the attack in the movement step]) However, while just now researching pointblank attack range, I found a forum post asking about the number of attacks where somebody (whom I recognise as a veteran of the forums) responded that originally, in the old Battletech books before Total Warfare, it was attacking with all valid weapons in a full alpha strike, with 'weapon' just there opposed to melee attacks. (And I believe generally, Total Warfare attempted to collate rather than change the older rules, even if sometimes the exact wording changed and made things a bit less clear.) ... so that's interesting! Sorry to follow up three things that gave clarity with one that takes it away, but I find it interesting enough to share. I've always recognised that rule is a little unclear, but didn't have any reason to read beyond the literal interpretation of firing one weapon; only just now have I found any evidence towards the other way. Since this is just hearsay and I don't see other discussions of it, and it'd take a bit to look up ye olde Battletech books to verify the claim... well, to be honest, now I'm not sure what to default to. Since I've not actually played the game I don't have a strong idea of which would be better strategically; I've always imagined ignoring defense would be strong enough to warrant firing only one weapon for your turn, but now I'm wondering. (For the record, I've not actually gotten far enough into the video to see how you're doing it if and when you ambush someone, because I was watching people move units forwards for four rounds while continuously thinking 'I swear the defender's supposed to start in advanced strike positions so the attacker can't just screen for ambushers with micromovements for three real world hours.' until the point that I couldn't take it anymore and looked it up, and figured at that point I may as well share my findings.)

    • @godofdarkness01
      @godofdarkness01 6 дней назад

      Oh, while I'm making a comment like I almost never do, let me say: What you're doing here is mindblowingly fantastic. I clicked on this video for Battletech, and have already stopped watching it to watch all your previous Battletech videos before getting back here, and am considering watching your D&D boardgame(?) ones despite having never heard of and having low interest in that, because you have such high production value and such passion. I am frequently taking a moment to go 'Wow, I cannot imagine the effort required to do that.' when really fancy effects come in or, even more frequently while watching your videos and even more rarely while watching anybody else's, 'Wow, you went to the effort for *that* tiny detail?' when the thing is not fancy, but incredibly so relative to how much of a side thing it is. Seriously, I've consciously noted how surprised I am that a small thing was added to the overall presentation so many times it's starting to lose all meaning at this point. Even just the idea of animating missed attacks; I'm sure it's not *completely* unique, but no channel I've seen who does battle reports for wargames and who animates their units' attacks in post - already not super common due to the production effort required - animates the missed attacks alongside the hits, and it always constantly annoys me every time, even though I know they're surely trying to save work for their own sanity, because it feels like the premise is only being half executed and like all of the supposed bulletfire is a bit psychic since we only see the ones that hit unerringly. (And also means their storytelling often revolves far more around the successes than the failures, which amplifies how artificial it feels.) I really appreciate the effort to animate the missed attacks and thus visualise the battle in full. I hope a comment of corrections doesn't give an untowardly negative tone on the production itself because rather, my thoughts on everything you're doing here are glowing. (And so I've tried to give a demeaner of scholarly interest rather than cold pedanticness, but I want to explicitly say that I hope this doesn't come across badly. It's important to me.)

    • @4handsondeck
      @4handsondeck 6 дней назад

      @@godofdarkness01 okay, wow. Now THAT was a novel I didn't expect to read tonight! Let me address your very last point first - no offense taken at all. And I'm very, very glad you enjoy the tiny details, as, yes, there goes a LOT of work into making sure every little missile and bullet hits not only the target, but the correct location, laser hits leave the location glowing, the occasional arm falling off of a hit model etc etc... That said - you are correct about most if not all your points. I should have set up the ambushers pre-battle. Including the non-hidden units. And stopping in adjacent hexes should also trigger an ambush. We simply did that part wrong, and then supplied a narrative reason WHY half the force is walking into the map as the enemy is closing. That said, I'm not sure if we'd do it differently now, seeing as that firing retreat would skew the odds even more in davions favor, and also prolong the game even more. Fun on the table, bad for a video. We're firmly in the camp 'rules exist to facilitate a cool story unfolding', and as such, are meant to be broken if the flow of the game or the logic of the story demands it. And I do believe the rules even say to make up your own scenarios, so, I don't really feel bad about doing it differently. I could write a lot more, but I think the RUclips comment section is a poor place to do that. if you want to chat, why not join our discord group? it's more casual and easier to do in a dedicated chat platform! cheers, hope you enjoy the other content as well!

  • @stuarthatz4097
    @stuarthatz4097 7 дней назад

    Wow this was fantastic!!! I really appreciate the sheer quality of your work, inclusive of the stories / voice acting that goes along with it all

  • @ForTheJerusalem
    @ForTheJerusalem 9 дней назад

    I believe mechanized infantry use the column 5 for anti-mech skill. Oh and other infantry needs a 'anti-mech infantry kit' to upgrade their anti-mech skill past 8.

  • @workshoptelescope
    @workshoptelescope 10 дней назад

    I want more of this high quality content.

    • @4handsondeck
      @4handsondeck 10 дней назад

      @@workshoptelescope and more you shall get! eventually. we're still waiting for our KS to arrive and broaden our model selection a little, and will do a short side project that's not BT related in the meantime! (which should hopefully prove to be just as entertaining nontheless!)

  • @martinoppermann9868
    @martinoppermann9868 10 дней назад

    Very good inspiration. Thanks a lot! 😃

  • @Agastui
    @Agastui 13 дней назад

    Oh snap! You guys do the best vidis. Love to see y'all around

  • @ObiwanNekody
    @ObiwanNekody 16 дней назад

    Othello pieces or flat bases with stickers are nice for stacking units. You don't need to lable the unit, just like 'placeholder 1' and have a track to put the models they are replacing

  • @ObiwanNekody
    @ObiwanNekody 16 дней назад

    If it leaves the mapsheets it's dead for that match usually with the people I play with. It's to help keep people from putting a mech on the edge so it can't be flanked... A shove, charge, or DFA can kill it then.

  • @johndry8212
    @johndry8212 22 дня назад

    Gotta say, this is exactly what I’ve been looking for from a battle report video, so glad I completely stumbled onto this channel by happenstance! Anyone know the names of the songs they used btw? The one at 47:30 is perfect battletech music

    • @4handsondeck
      @4handsondeck 19 дней назад

      Hi there, glad you enjoy! Yes, I happen to know what song is played at 47:30.... Excellent taste in music as well: it's 'couch potato' from the 'silly comedy music pack' by 'wowsounds'. Hope that helps when you need just the right vibe to go stomping through the inner sphere and beyond!

  • @randyfant2588
    @randyfant2588 24 дня назад

    (oh never mind - already posted :) )

    • @4handsondeck
      @4handsondeck 24 дня назад

      @@randyfant2588 yup. we noticed. only after the upload, of course. good catch though.

  • @rorygallagher1671
    @rorygallagher1671 27 дней назад

    One of the best bat reps I have seen in recent memory. Everything from the lore to the scenario to the animation, audio quality, rules explanation, tactical walk-throughs and pilot banter was top notch. Keep up the good work I am excited to see another battle tech bat rep from you guys!

  • @concernedearthling3353
    @concernedearthling3353 Месяц назад

    Best Btech batrep I have watched. Thanks for all your hard work!

  • @danmorgan3685
    @danmorgan3685 Месяц назад

    Thanks for the vid. I've been trying to paint ComStar mechs and it's a slow go. This approach should help.

  • @03dashk64
    @03dashk64 Месяц назад

    Great job!! I love your tutorial style! But I see we have another victim of the “Thunderbolt Sunroof” 😂 (only joking. It’s very common. But the Thunderbolt’s cockpit is actually below where you painted. That’s just the hatch to get in. It is now jokingly called the sunroof package)

  • @Hiddenronin
    @Hiddenronin Месяц назад

    These are the gold standard for battle reports, for any system.

  • @musketoon
    @musketoon Месяц назад

    Great use of memoir 44 models - you've inspired me

  • @krelekari
    @krelekari Месяц назад

    This was a fantastic battle report! Thank you so much for featuring infantry!! You all do a fantastic job making everything so cinematic!

  • @NegTharayas16
    @NegTharayas16 Месяц назад

    Great video! I love these edited battles. They are fantastic.

  • @warlove5106
    @warlove5106 Месяц назад

    This is absurdly amazing!

    • @4handsondeck
      @4handsondeck Месяц назад

      @@warlove5106 YOU are absurdly amazing! Especially for enjoying our stuff.

    • @warlove5106
      @warlove5106 Месяц назад

      @@4handsondeck Well that was a quick response! XD Also as a big fan of tanks in BT I was pretty sad over how they beat up in this video. Seriously mad respect for the animations and editing!

  • @090giver090
    @090giver090 Месяц назад

    Wait, shouldn't Koshi have kicked the proverbial bucket when an entire third of XL Engine got destroyed with its torso?

    • @4handsondeck
      @4handsondeck Месяц назад

      @@090giver090 sadly not. Clan xl engines only have two slots of engine in each side torso, as opposed to the three of the IS. So, it's fine.... For a certain value of fine.

  • @mikesmith2905
    @mikesmith2905 Месяц назад

    Thanks for this. I'm making up a 20mm scale set of sci-fi toy soldiers at the moment and the battletech mechs work out at about the same price as a cheap toy tank so they have been added to the set. I'm also using some 3D prints of obscure cold war vehicles with a few extra bits added. Human troops are Airfix British Paratroopers, Dark Dream Studios Space Battles sets one and two make up the army of cyborgs and Dark Alliance Stalkers for space pirates with assorted Airfix ground crew as space base personnel and some ancients for civilians (think Star Wars meets Conan the Barbarian). The assorted aliens are cheap (Chinese made) dragons and some dinosaurs. I have to make the space ships, buildings and other terrain but that's not too challenging.

  • @derptomistic
    @derptomistic Месяц назад

    1:14:53 Oh you say that too...

    • @4handsondeck
      @4handsondeck Месяц назад

      @@derptomistic I think the script for the urbie-pilot said something like 'insert family friendly curse here'.... Or it might've been Reds idea. His brain works in mysterious ways.

  • @Quincy_Morris
    @Quincy_Morris Месяц назад

    Moral greys are for the simple and the evil.

  • @nappopsOG
    @nappopsOG Месяц назад

    I love these. Thank you for uploading such excellent and thorough battle reports.

  • @LateNightPoetry
    @LateNightPoetry Месяц назад

    What software do you use for the weapon VFX?

    • @4handsondeck
      @4handsondeck Месяц назад

      @@LateNightPoetry a combination of screenshotting, GIMP, and basic effects from our video editing software (Vega movie studio platin... version 17 or so, I think? Was in humble bundle some time ago...).

  • @LateNightPoetry
    @LateNightPoetry Месяц назад

    Your battle reports are the best. I greatly appreciate the wide angle static camera, explanation of rules, and of course the character voices and animations. Most battle reports have a camera that moves too much, making me lose my orientation for where things are on the board and no one explains anything. Liked, shared, and subscribed!

  • @SirAroace
    @SirAroace Месяц назад

    Not going to lie when the title said "Necromo" I was expecting something VERY different.

  • @miguelcerero7383
    @miguelcerero7383 2 месяца назад

    just a small mistake, at the moment of consciousness the puma had to take a piloting check because he received 20 damage, since he can't throw it because he is unconscious, he automatically falls and receives another wound because he can't avoid getting the wound

  • @DaraEhteshamzadeh
    @DaraEhteshamzadeh 2 месяца назад

    Actually. The new rules for vehicles are a rebalanced version of battlefield support unit rules in the battle of Tukkayid supplemental book.

  • @TheLawlessReaper
    @TheLawlessReaper 2 месяца назад

    Sorry if this was already stated by someone else and you probably know already by now. When the Panther attacked the Thunderbolt in the second attack phase, you needed to decide which line of sight was being used when attacking the Thunderbolt, then the Thunderbolt would fire along that same line. So because the Panther could shoot at the Thunderbolt the Thunderbolt could shoot at the Panther. Pg.22 of the Battlemech Manual, Line of Site under "LOS on the Border of Two Hexes".

  • @tatsu280
    @tatsu280 2 месяца назад

    So infantry and elements in city combat next, right??? lol I love your series, can't wait for whatever is coming next, even if just mechs...or Aerospace....it's LAM's isn't?! xD

    • @4handsondeck
      @4handsondeck 2 месяца назад

      @@tatsu280 haha, no, I'm afraid not. Neither buildings nor LAMs. In fact, I'm not sure what the next battletech rules video will be. We have a dozen ideas, big and very small, and will need to see what's next!

  • @davidcashin1894
    @davidcashin1894 2 месяца назад

    Miss step #1. Get your spray paint from the Hardware or craft store and save save save $$$

  • @Prich319
    @Prich319 2 месяца назад

    By 3071, Necromo was a dead or dying world... Yes, dead or dying, as the truth of the planet's fate is incomprehensively more horrifying.

  • @wolfshadow7428
    @wolfshadow7428 2 месяца назад

    Can we see the 8 hour version plz lol

    • @4handsondeck
      @4handsondeck 2 месяца назад

      @@wolfshadow7428 .... I had to watch it multiple times, cutting out dead air, random German chatter, jokes that fell flat, and so on and so forth. Trust me. Unless you're CIA looking for an alternative to waterboarding, I do not think you have any use for it. I'm always amazed how such horrible footage can actually become a good video if given enough attention with special effects, comedic timing and background music....

  • @rustyshackleford1508
    @rustyshackleford1508 2 месяца назад

    Gotta love the Urbie, the littlest assault mech.

  • @syrupoffig4865
    @syrupoffig4865 2 месяца назад

    Another great video and one that was well worth waiting for!

  • @KenrickDargoth
    @KenrickDargoth 2 месяца назад

    Awsome

  • @klortikterra4423
    @klortikterra4423 2 месяца назад

    the urbie pilot has some guts, i'll say that. sure, he's abit lazy and chill, but he's got the urbie spirt. i respect him

    • @4handsondeck
      @4handsondeck 2 месяца назад

      @@klortikterra4423 mech warriors all have their 'personalities' once they get past their green status... and sure, he might be a bit lazy and chill, but you can't say he's cowardly or stupid! "my front armor is gone, but I still have ammo left. so here, have a free shot in my rear while I take out yet more of your friends!" isn't an attitude I EVER want to see in my enemies.... We tried to give him the spirit of 'dancing on the line of insubordination, but backing it up with so much guts and skill that he can get away with it', and I think I'm fairly proud how all 4 pilots here turned out!

    • @klortikterra4423
      @klortikterra4423 2 месяца назад

      @@4handsondeck agreed. i'd gladly serve in a lance with the Davion's Mech Warriors.

  • @kamikazebadger2686
    @kamikazebadger2686 2 месяца назад

    Great video, now I want to play BattleTech.

  • @LordStimpy
    @LordStimpy 2 месяца назад

    Another winner lads, eager to see what your next demonstration will be!

  • @natester2342
    @natester2342 2 месяца назад

    Thanks for making this infantry was the one aspect of cbt that i was always super confused about well besides artillery and aerospace fighters but those rules scare me haha i agree with your ending sentiment infantry is great at being an added defense bonus to a objective or area not an offensive unit thanks again for making this

  • @ziyyigotipyigo6833
    @ziyyigotipyigo6833 2 месяца назад

    36:25 The graphics (not the narration) halve and double the wrong tables.

    • @4handsondeck
      @4handsondeck 2 месяца назад

      @@ziyyigotipyigo6833 huh. excellent catch, that slipped past our attention. you're right, of course. big ACs and gauss cannons have an easier time shooting up trucks than they do individual dudes, and small arms have a harder time punching through even moderate armor.

  • @jtcraig09
    @jtcraig09 2 месяца назад

    I am beyond excited to see your post of this new Battletech Report!!! I had viewed your channel recently to see if i had missed anything from you both. I was delightfully surprised to see this video when i got home yesterday evening :) The content, lore, scenario, explanations, and roleplay were fantastic. Your style of instruction and rules explanation is top-notch. The gameplay kept me very engaged. Your choice of assets were very interesting, I was eagerly enjoying each turn as the game progressed. I thoroughly enjoyed the video and I do hope for more Battletech Battle reports in the future! Thank you so very much!

    • @Arcon1337
      @Arcon1337 2 месяца назад

      I really enjoyed this video. The production value is probably best I've seen. Hopefully others are inspired to make similar. While combined arms is interesting, I definitely prefer just mechs. Oh... did you remember damage when the mechs would fall?

  • @drnoone3596
    @drnoone3596 2 месяца назад

    I was always convinced that you were one person dubbing your voice over until this video where I see the shadows on your hands on your friends hands.....😂😂. Granted I typically listen and don't watch as much.

  • @DadalorianCreates
    @DadalorianCreates 2 месяца назад

    Yeah, makes sense, confirms my though on it being a house rule'

  • @Harden61
    @Harden61 2 месяца назад

    Thanks so much for creating new content. I always look forward to your videos. The production value is spot on. Keep up the good work!

  • @whitardesigns7572
    @whitardesigns7572 2 месяца назад

    Good stuff! Hope you finally receive the Kickstarter plastic, and would not need to use so many proxies ;) Love the editing and narration, keep it up! Do you ever plan to make any Alpha Strike content?

    • @4handsondeck
      @4handsondeck 2 месяца назад

      @@whitardesigns7572 Kickstarter hasn't arrived yet, sadly there's still delays for europe. but I'm confident it'll get here eventually. and as for alpha strike? ....yes. we'll do AS content at some point. no promises as for a 'when' though. so far it wouldn't really have been worth it, due to not having enough models to field the amount of troops That make AS fun in the first place.

  • @CC-vp1on
    @CC-vp1on 2 месяца назад

    As soon as I heard infantry be mentioned, I knew this was going to be one of the wackiest and wildest rules-explanations to-date. Was not disappointed!

  • @MagnusMoerkoereJohannesen
    @MagnusMoerkoereJohannesen 2 месяца назад

    Yesssss! Who needs movie night when there's a 4HoD upload!

  • @DadalorianCreates
    @DadalorianCreates 2 месяца назад

    question and maybe it has been a house rule for so long it does not apply, but does double ones on am AC/MG have a possibility of Jamming? I need to look it up...

    • @4handsondeck
      @4handsondeck 2 месяца назад

      there is no chance of an MG or normal AC jamming - ultra ACs jam if double-fired, and rotary ACs have a higher chance of jamming the more shots are fired. however, that does not apply to infantry field guns, they have enough people around to clear any jam quickly and efficiently. a mech jock can't as easily get out of the mech, disassemble a gun, put it back together and jump back into the cockpit seat!