The first game of BT I played with my kid (a simple 1v1 match) ended in a hilarious stalemate. We had both eventually positioned ourselves 2 hexes away from each other, with a elevation 1 hill between us. In the shooting phase --by some luck of the dice-- one of us lost a leg, and the other lost their gyro. Both of us fell, and were unable to stand back up. Since there was terrain now blocking both of our lines of fire, we were unable to do anything else except wiggle around on the floor and hurl insults at each other, and call it a draw. A great way to introduce someone to the game.
I need a clarification, as I remember that when you declare to standing up after falling the previous turn, it always counted as running. So you get +2 attacker movement modifier, +2 heat (as running), and each try to stand up cost you 2 MP.
Sure thing - I'm looking at page 19 in the Battlemech Manual, which says you declare either a walk or run *before* you make the attempt to stand. So you have the option! The upside of walking is that you have a lower attacker mod and less heat -- but you can run out of MP much more quickly. Regardless of which movement mode you select, it costs 2 MP per attempt to get up.
@@DeathfromAboveWargaming well, looks like I need a new manual or print some errata because I have the "corrected 4th printing" of the Total Warfare book, so I'm out dated to the latest rules 😥
@@exequielfri1352 Ah, yeah - might be the case! There is a new Total Warfare that was just released... that has the same rules as the Battlemech Manual, but also includes all of the vehicle/aerospace/battlesuit/etc rules.
The first game of BT I played with my kid (a simple 1v1 match) ended in a hilarious stalemate.
We had both eventually positioned ourselves 2 hexes away from each other, with a elevation 1 hill between us. In the shooting phase --by some luck of the dice-- one of us lost a leg, and the other lost their gyro. Both of us fell, and were unable to stand back up.
Since there was terrain now blocking both of our lines of fire, we were unable to do anything else except wiggle around on the floor and hurl insults at each other, and call it a draw.
A great way to introduce someone to the game.
Haha that’s amazing
Simple and clean.
Great video series
Do you have a video showing all of this so we can see what your referencing, Videos of the PSR, movement actions, etc., would be helpful.
Not all Mechs can Run. The Urbanmech can Walk or Walk Slightly Faster.
LOL fair point.😆
I need a clarification, as I remember that when you declare to standing up after falling the previous turn, it always counted as running.
So you get +2 attacker movement modifier, +2 heat (as running), and each try to stand up cost you 2 MP.
Sure thing - I'm looking at page 19 in the Battlemech Manual, which says you declare either a walk or run *before* you make the attempt to stand. So you have the option! The upside of walking is that you have a lower attacker mod and less heat -- but you can run out of MP much more quickly. Regardless of which movement mode you select, it costs 2 MP per attempt to get up.
@@DeathfromAboveWargaming well, looks like I need a new manual or print some errata because I have the "corrected 4th printing" of the Total Warfare book, so I'm out dated to the latest rules 😥
@@exequielfri1352 Ah, yeah - might be the case! There is a new Total Warfare that was just released... that has the same rules as the Battlemech Manual, but also includes all of the vehicle/aerospace/battlesuit/etc rules.
I'm gonna need to know where you got that Martell shirt from.
Check out armorclass10.com! I got a few good ones from them 👍
I need a movement guild on aerotech if yall can
DEMONSTRATE, SHOW DONT TELL
Check out the other videos in the series.
@@DeathfromAboveWargaming YOU ARE CORRECT, HOW PRESUMPTUOUS OF ME (thank you very much)
Not a problem and enjoy 👍👍