Again these are amazing, got the whole playlist going as a play-along going today in the den. The nephew and niece are already slugging it out. To a new generation of MechWarriors!
With kicking doing 2x damage of a punch and can get the enemy prone - what is the advantage of punching? Lack of piloting roll in case of failure, ability to hit something other than legs - or something more?
Ah yes, my friend and I thought the same thing when we first started playing. However, punches are useful. When you kick, you can only kick with one leg per turn. Punches on the other hand, hit on the punch location table, which has a 1 in 6 chance of hitting the head. Also, you can punch with two arms per turn if you didn't fire any weapons in either of those arms. This brings the odds of a head punch up to 2 in 6, which is almost as good 1 in 3.
I understand Kicking and Punching but not clear on how to determine a DFA attack. I understand the damage part where you take the total tonnage and divide by 10 and then multiply that by 3 and then roll for location in 5 point increments. Do you have a video on how to determine if a DFA hits?
I do not yet have a video for DFA, but I could make one. Performing a DFA is hardly ever a good idea (unless you are about to die anyway and don't have a bunch of weapons) and DFA's hardly ever work. So, I have not covered DFAs yet because I have wanted to focus on the basics that everyone needs to play.
@@biggrigg4281 I agree that they are risky. just can't remember how to make that determination if they are successful and I am teaching my kids how to play as they love the game but helps if I have a full understanding of all of the rules so these kids can get the most out of the game...Please let me know if you decide to make a video covering DFA.....thanks for the response.
You know what, I'm a trained technical writer. I wrote this just now. Hopefully, it helps. How to DFA This is my interpretation of the rules as they are presented in the BattleMech Manual on pages 36-37. What I write here is to be used as an aid to understanding the official rules. For ease of use, this does not cover every possible situation and contingency. 1) Initiative Phase a. Do it. 2) Movement Phase a. Use a jump capable ‘mech to jump to a hex adjacent to your target. Your ‘mech ends its movement either 2 levels above its own hex or 2 levels higher than the target’s hex, whichever is higher. b. Have at least one jumping MP remaining to move into the target’s hex during the physical attack phase. c. You must have enough MP to reach the height of the terrain the target is on plus the target’s height. For example, if the target is a ‘mech standing on a level-2 hill, you must have at least 4 jumping MP (2 MP to reach the top of the level-2 hill and 2 more MP to reach the target ‘mech’s head, which is 2 levels tall). d. Declare the DFA after moving. e. For the purpose of modifiers, treat the ‘mech as having moved the amount of hexes that it moved in this phase. 3) Weapon Attack Phase a. Make no weapon attacks b. Make needed PSRs. A failed PSR results in a failed DFA and a fall, which is resolved at this phases end. c. When falling in this context, your ‘mech takes damage as if it fell 2 levels. Apply this damage using the rear column of the hit location table. 4) Physical Attack Phase a. Resolve the DFA b. When using PATOR (Pilot skill, Attack, Target, Other, and Range) to determine the modified target number needed to successfully hit with the DFA, apply a +3 modifier to the other category. However, do not apply any terrain modifiers to the modified target number. c. After successfully rolling to hit, apply damage to the target and to your own ‘mech. If the target is not destroyed, move into the target’s hex and displace the target one hex away in the opposite direction of the incoming attack. If the target is destroyed, simply move into the target’s hex. Supposing the hex your target should be placed into contains prohibited terrain, move the target into a different hex as determined by the rules on page 37 under “Prohibited Terrain.” d. After resolving all attacks in this phase and supposing the DFA succeeded, both you and your target make PSRs as described on page 37 under “FALLS AFTER DFA.” e. If the DFA fails, the target chooses any legal, adjacent hex to move into. Your ‘mech falls into what was previously the target’s hex. Take damage as if you fell 2 levels and use the rear column of the hit location table.
How does charging and DFA attacks work? I read up on it but there's something that confuses me. You announce them during the movement phase right? But what if the opponent has higher initiatives? Can they just move out of the way? Or does it cancel their movement?
Practically, you can only make a charge or DFA if you win initiative. This is because your target can simply move out of the way, and your charge or DFA will not hit. Your reading was correct.
@@biggrigg4281 Okay, I thought that might be the case so thank you for confirming! If I may ask, what are your thoughts on Goomba stomping a mech, since it also damages the attacker?
@@mrIguy212 If you are about to die anyway, goomba stomp away. The goomba stomp is really a last resort, swing for the fence kind of move. This move hardly ever works.
we house rule using old, old rules and allow mechs to punch, punch, and kick because we like maximum carnage. last game i played i kicked a warhammer in the face with an 80 ton mech of my own design, with predictable results.
Again these are amazing, got the whole playlist going as a play-along going today in the den. The nephew and niece are already slugging it out. To a new generation of MechWarriors!
Great.
Best video on mech physical attacks that I have seen. Very visual. I love it.
I appreciate your support.
Well done video mate, I appreciate you taking the time to make this!
Thank you so much. The next video will cover the heat phase.
With kicking doing 2x damage of a punch and can get the enemy prone - what is the advantage of punching? Lack of piloting roll in case of failure, ability to hit something other than legs - or something more?
Ah yes, my friend and I thought the same thing when we first started playing. However, punches are useful. When you kick, you can only kick with one leg per turn.
Punches on the other hand, hit on the punch location table, which has a 1 in 6 chance of hitting the head. Also, you can punch with two arms per turn if you didn't fire any weapons in either of those arms. This brings the odds of a head punch up to 2 in 6, which is almost as good 1 in 3.
The chad Thud: Has actual arms.
The virgin Catapult: An armless failure.
This is the funniest comment I have seen.
Dude I watched these, and continue to watch these when I need a refersher, LOLZ I never use melee I'm a Clanner
@@digitaldistancerecords736 I am glad they are helping you, trothkin.
Do you have those terrain STLs my guy? Excellent video
Boom!
www.thingiverse.com/thing:976743
@@biggrigg4281 Awesome, thank you
I understand Kicking and Punching but not clear on how to determine a DFA attack. I understand the damage part where you take the total tonnage and divide by 10 and then multiply that by 3 and then roll for location in 5 point increments. Do you have a video on how to determine if a DFA hits?
I do not yet have a video for DFA, but I could make one. Performing a DFA is hardly ever a good idea (unless you are about to die anyway and don't have a bunch of weapons) and DFA's hardly ever work. So, I have not covered DFAs yet because I have wanted to focus on the basics that everyone needs to play.
@@biggrigg4281 I agree that they are risky. just can't remember how to make that determination if they are successful and I am teaching my kids how to play as they love the game but helps if I have a full understanding of all of the rules so these kids can get the most out of the game...Please let me know if you decide to make a video covering DFA.....thanks for the response.
You know what, I'm a trained technical writer. I wrote this just now. Hopefully, it helps.
How to DFA
This is my interpretation of the rules as they are presented in the BattleMech Manual on pages 36-37. What I write here is to be used as an aid to understanding the official rules. For ease of use, this does not cover every possible situation and contingency.
1) Initiative Phase
a. Do it.
2) Movement Phase
a. Use a jump capable ‘mech to jump to a hex adjacent to your target. Your ‘mech ends its movement either 2 levels above its own hex or 2 levels higher than the target’s hex, whichever is higher.
b. Have at least one jumping MP remaining to move into the target’s hex during the physical attack phase.
c. You must have enough MP to reach the height of the terrain the target is on plus the target’s height. For example, if the target is a ‘mech standing on a level-2 hill, you must have at least 4 jumping MP (2 MP to reach the top of the level-2 hill and 2 more MP to reach the target ‘mech’s head, which is 2 levels tall).
d. Declare the DFA after moving.
e. For the purpose of modifiers, treat the ‘mech as having moved the amount of hexes that it moved in this phase.
3) Weapon Attack Phase
a. Make no weapon attacks
b. Make needed PSRs. A failed PSR results in a failed DFA and a fall, which is resolved at this phases end.
c. When falling in this context, your ‘mech takes damage as if it fell 2 levels. Apply this damage using the rear column of the hit location table.
4) Physical Attack Phase
a. Resolve the DFA
b. When using PATOR (Pilot skill, Attack, Target, Other, and Range) to determine the modified target number needed to successfully hit with the DFA, apply a +3 modifier to the other category. However, do not apply any terrain modifiers to the modified target number.
c. After successfully rolling to hit, apply damage to the target and to your own ‘mech. If the target is not destroyed, move into the target’s hex and displace the target one hex away in the opposite direction of the incoming attack. If the target is destroyed, simply move into the target’s hex. Supposing the hex your target should be placed into contains prohibited terrain, move the target into a different hex as determined by the rules on page 37 under “Prohibited Terrain.”
d. After resolving all attacks in this phase and supposing the DFA succeeded, both you and your target make PSRs as described on page 37 under “FALLS AFTER DFA.”
e. If the DFA fails, the target chooses any legal, adjacent hex to move into. Your ‘mech falls into what was previously the target’s hex. Take damage as if you fell 2 levels and use the rear column of the hit location table.
Here is a link Google Drive where I have my "How to DFA" document in a Word document: drive.google.com/drive/folders/1gsj4FGoDpHXPAh3bbCDxCmuHm6n1kJh7
How does charging and DFA attacks work? I read up on it but there's something that confuses me. You announce them during the movement phase right? But what if the opponent has higher initiatives? Can they just move out of the way? Or does it cancel their movement?
Practically, you can only make a charge or DFA if you win initiative. This is because your target can simply move out of the way, and your charge or DFA will not hit.
Your reading was correct.
@@biggrigg4281 Okay, I thought that might be the case so thank you for confirming!
If I may ask, what are your thoughts on Goomba stomping a mech, since it also damages the attacker?
@@mrIguy212 If you are about to die anyway, goomba stomp away. The goomba stomp is really a last resort, swing for the fence kind of move. This move hardly ever works.
I understood it: you can declare it on any enemy unit that already moved.
That's why I use Humanoid mechs only.... Im a Blood Angels player in 40k tho
we house rule using old, old rules and allow mechs to punch, punch, and kick because we like maximum carnage.
last game i played i kicked a warhammer in the face with an 80 ton mech of my own design, with predictable results.
That's not a bad house rule. It will make the games end faster.