Thanks for doing these! I'm new to Battletech and your videos have been a huge help to understanding the game! Keep it up! Excited to see your assault tier list!
You're welcome Olorin! I'm glad you're finding them helpful! More to come soon. I think I'll see how this Advanced Tactics School series go and if it does well I'll do more. After that who knows. But the Assault Tier List has been on my mind! Thank you for the Super Chat. The money will go towards creating more videos.
It's 4 AM here and I also need the Battletech knowledge. You're the only RUclipsr I know that uploads this kind of videos about Battletech. Excellent, excellent stuff.
I managed to figure most of this stuff on my own playing battletech against my friends, but I don’t think they’ve caught on yet. I’ll definitely be showing them this video.
Such amazing content is definitely worth a comment, as a sacrifice for the algorithm :] You, good sir, have the best tactical analysis of Battletech that I have ever seen
Initiative can win or lose games and is such an important concept to grasp. I've been playing for a while and I feel like I haven't fully understood initiative so it's nice to get some pointers
@@nerdyOveranalyzed I guess I'm weird, as I have a totally different idea about using initiative, though I see how these ideas will work very well, and I can add the thoughts into what I do.
7:00 I had always learned to initiative sink your heavier mechs first since they're slower and more predictable, but I hadnt really ever used a Locust in a lance in the sort of sacrificial role you were describing. Same concept as Knights before Bishops in chess. I could absolutely see using Locusts as bait tho.
Appreciate the video like I do so many of your others. The way I like to think of activation order and reason it out, is to imagine the worst-possible scenario. If you've got the majority of your lance's firepower in a big guy, but all of the opposing mechs are either speedy or able to find enough cover to escape from its threat once they know where it is, then you've achieved the worst-possible scenario of "I can't do damage to anything meaningful" with that mech. Lighter mechs, the worst-possible scenario is frequently being target-fired down and blasted off the planet, because then you have a dead mech. The more activations beforehand, the smaller the variance in what the worst-possible outcome can be. If the opponent activates before you move that huge gun machine, and you move into position to shoot at an activated mech, then even the worst-possible scenario gives you something to shoot at. Likewise, if all of the dangerous units have already lined up their shot and only one or two enemies haven't moved yet, then firing angles and ranges have been largely accounted for and can be maneuvered around or especially flanked. Considering activation order and movement on the basis of worst-possible scenario helps steadily set up cohesive tactical formations for future activations, too. For instance, if an unactivated helicopter is dangling overhead with free access to backstab whatever it wants, then moving a Rifleman into a safe position that will let it overlook the flanks of your intended future mech movements can mitigate or outright remove the worst-possible scenario with the helicopter during the turn, regardless of when the helicopter activates. Mitigating or invalidating a unit's potential contribution before they've even activated means fewer variables to worry about, without falling into passive play. It's even better if the opponent views their helicopter's (or locust's) activation as having higher value than it does, and winds up activating it last or really late into the order.
7:00 A light Mech can run so far that the enemy has +4 or more. It is called scouting. Run from cover to cover, stay out of short range and you have a chance to avoid fire.
6 mech movement challenge: Order should be the T-bolt, Awesome, Centurion, Locust, Wolverine, Jenner. The big boys don't really benefit from movement shenanigans, but as a Bodyguard, the cent doesn't want to be moving first, and the light flankers certainly want to be moving last. Putting the Wolverine and Jenner so late lets you hold off until you can see what your opponent is doing with their faster mechs. Edit: OMG the slime boy is huge! Like a giant squishy bean bag! I thought our slime was a lil guy.
@@nerdyOveranalyzed I have never played BT on the tabletop but I played a lot of Megamek a while back. Your videos bring up a lot of good memories for me.
Can I say how adorable you are? also to make a joke: you move first the cannon fodder then move last those that are actually important. never thought somuch thought would go in the moving order
Clan player here, when building my Stars I've leaned towards lights and mediums as the 3/4 pilot BV increase is extremely costly in heavies/assaults that can still get headaches. Thoughts on this angle?
Great video! There is one question about initiative sink. it's uneven number of mechs In your example, with twice outnumber. So Locust and Thunderbolt should both move before the warhammer, isn't it?
If those are the only mechs on the board yes. But it's meant as a simplified example. You can imagine other mechs present in a real game but unimportant for demonstration.
Thanks!
Thanks for doing these! I'm new to Battletech and your videos have been a huge help to understanding the game! Keep it up! Excited to see your assault tier list!
You're welcome Olorin! I'm glad you're finding them helpful! More to come soon. I think I'll see how this Advanced Tactics School series go and if it does well I'll do more. After that who knows. But the Assault Tier List has been on my mind!
Thank you for the Super Chat. The money will go towards creating more videos.
You're welcome! Excited for more advanced tactics. I actually took notes!@@nerdyOveranalyzed
It's 4 AM here and I also need the Battletech knowledge. You're the only RUclipsr I know that uploads this kind of videos about Battletech. Excellent, excellent stuff.
Good morning lol. I'm happy you're finding value out of it. xD
If you get too tired it'll still be here tomorrow Commander!
I know it's kinda uncouth to recommend others, but AlphaStrike does very good work as well. The aussie lads are worth checking out.
@@derekburge5294 I wasn't aware of that channel. I'll check it out, thanks! I'm sure Otto won't mind the plug
@@zahreel3103 If he doesn't mind the plug, he'll certainly mind my new goo-based armor padding!
Well done!
Senpai noticed me!!
This is the best comprehensive guide on Battletech initiative. Very good!
I managed to figure most of this stuff on my own playing battletech against my friends, but I don’t think they’ve caught on yet. I’ll definitely be showing them this video.
Yeah! Please do! I appreciate you spreading the word.
Such amazing content is definitely worth a comment, as a sacrifice for the algorithm :]
You, good sir, have the best tactical analysis of Battletech that I have ever seen
lol high praise! Thank you!
Upvotes for the visibility, comments for the algorithm!
Okay, not as catchy as Khorne's slogan, but I'll take it!
Initiative can win or lose games and is such an important concept to grasp. I've been playing for a while and I feel like I haven't fully understood initiative so it's nice to get some pointers
glad to help Commander!
Thanks Otto, a well thought out break down, and thought process about the use of initiative. Thank you much
My pleasure! Glad you enjoyed it!
If this format does well I will publish more.
@@nerdyOveranalyzed I guess I'm weird, as I have a totally different idea about using initiative, though I see how these ideas will work very well, and I can add the thoughts into what I do.
Right on time. Needed this for my groups campaign.
Yee haw! Go get eem!
7:00 I had always learned to initiative sink your heavier mechs first since they're slower and more predictable, but I hadnt really ever used a Locust in a lance in the sort of sacrificial role you were describing. Same concept as Knights before Bishops in chess.
I could absolutely see using Locusts as bait tho.
Nah it doesn't 100% have to be a sac mech. You can think of it like a mech that wants to go later but who can also initiative sink!
Appreciate the video like I do so many of your others.
The way I like to think of activation order and reason it out, is to imagine the worst-possible scenario. If you've got the majority of your lance's firepower in a big guy, but all of the opposing mechs are either speedy or able to find enough cover to escape from its threat once they know where it is, then you've achieved the worst-possible scenario of "I can't do damage to anything meaningful" with that mech. Lighter mechs, the worst-possible scenario is frequently being target-fired down and blasted off the planet, because then you have a dead mech.
The more activations beforehand, the smaller the variance in what the worst-possible outcome can be. If the opponent activates before you move that huge gun machine, and you move into position to shoot at an activated mech, then even the worst-possible scenario gives you something to shoot at. Likewise, if all of the dangerous units have already lined up their shot and only one or two enemies haven't moved yet, then firing angles and ranges have been largely accounted for and can be maneuvered around or especially flanked.
Considering activation order and movement on the basis of worst-possible scenario helps steadily set up cohesive tactical formations for future activations, too. For instance, if an unactivated helicopter is dangling overhead with free access to backstab whatever it wants, then moving a Rifleman into a safe position that will let it overlook the flanks of your intended future mech movements can mitigate or outright remove the worst-possible scenario with the helicopter during the turn, regardless of when the helicopter activates. Mitigating or invalidating a unit's potential contribution before they've even activated means fewer variables to worry about, without falling into passive play. It's even better if the opponent views their helicopter's (or locust's) activation as having higher value than it does, and winds up activating it last or really late into the order.
I just started playing 2 weeks ago, still confused AF, but this video really clarified some points for me … thank you so much!!!!
Please make more!!!
Glad you enjoyed! I'm testing this format out to see how it goes. If it goes well I will make more. If not I will think of another way to deliver!
Nice video on how to play Battletech!
Excellent video on some
super important fundamentals of BattleTech. Great job!
Hello Otto! It’s 3am but I NEED THE BATTLETECH KNOWLEDGE
Yeet yeet yeet Commander!
The video was great! Hopefully the discord will come along smoothly as well!
Your power is great, and i appreciate it. Also, yay: Thunderbolt!
7:00 A light Mech can run so far that the enemy has +4 or more. It is called scouting. Run from cover to cover, stay out of short range and you have a chance to avoid fire.
Nicely laid out, thanks!
6 mech movement challenge: Order should be the T-bolt, Awesome, Centurion, Locust, Wolverine, Jenner. The big boys don't really benefit from movement shenanigans, but as a Bodyguard, the cent doesn't want to be moving first, and the light flankers certainly want to be moving last. Putting the Wolverine and Jenner so late lets you hold off until you can see what your opponent is doing with their faster mechs.
Edit: OMG the slime boy is huge! Like a giant squishy bean bag! I thought our slime was a lil guy.
Ahh, midnight. Perfect time to brush up on battletech strategy
:o
Good vid. Thanks.
Glad you liked it!
@@nerdyOveranalyzed I have never played BT on the tabletop but I played a lot of Megamek a while back. Your videos bring up a lot of good memories for me.
how about videos on the optional rules in the Battletech Manual...Please
Great stuff!
Glad you think so!
Can I say how adorable you are?
also to make a joke: you move first the cannon fodder then move last those that are actually important. never thought somuch thought would go in the moving order
Clan player here, when building my Stars I've leaned towards lights and mediums as the 3/4 pilot BV increase is extremely costly in heavies/assaults that can still get headaches. Thoughts on this angle?
Yep! 1-2 Battle Armor helps a lot with lowering the price. You may be able to get some heavy stuff that way. Or play like 12k bv lol
@@nerdyOveranalyzed yea starting to see 5k BV as a 4/5 playground or 3/4 lights with Elementals
There was a disturbing lack of being called Commander in this video.
lol, lore explanation should be out in a few weeks!
6 mechs? We call that a Level II
lel
Great video! There is one question about initiative sink. it's uneven number of mechs In your example, with twice outnumber. So Locust and Thunderbolt should both move before the warhammer, isn't it?
If those are the only mechs on the board yes. But it's meant as a simplified example. You can imagine other mechs present in a real game but unimportant for demonstration.
This is the reason why I always include at least 2 initiative sink type mechs in my level ii’s