Brand new to the Battletech (Alpha Strike) universe. I would like to thank you for taking your time to explain all the concepts. For someone that is a N00B, your video makes everything make sense to me. Thank you!!!
thanks so so so so much!, is really hard to find well explained tutorials for this game and i love how you take your time to show us all the core rules and how the game works, i want to show this game for friends and this help me a lot how to deal with the basics, thanks so much and greetings from Mexico!
the Synthwave came in hard at one point and im not gonna lie i didnt pay attention to the hatchetman details but damn. video was great, i played a game of armored combat a couple of weeks ago, been dying to use my Alpha strike command book i bought soon haha (Building upto 500 PV Jade Falcons right now)
Thank you so much! I don't have the base Alpha Strike box, so I don't have a complete set of rules, and the resources I was able to find online wasn't clear on a lot of stuff. This resulted in a lot of "sorta rules" between me and those I play with (who leave the rules to me, mostly), some of which I see now were wrong. I have a question, or rather two. Are multiple-target attacks a thing? And how is range handled? If I'm at short range, but want to use medium-level damage instead, is that a thing, or are you constrained to range brackets?
You are mostly constrained to range brackets. There are some advanced things that let you play with them a bit. For example there's a unit skill that allows you to trade one bracket modifer with another (so like a unit specialize in sniping can take a +0 for long range modifier but they are +4 at short range). As far as multiple target attacks go that's in the optional rules section of the ASCE under multiple damage rolls. If using this rule you roll 2d6 for each point of damage being fired at a target, for each 2d6 that met or exceeded the target number 1 point of damage is done. You can spread your damage out across multiple targets this way, with a +1 modifer for each target beyond the first. So say you're firing a Battlemaster C for 9 points of damage and want to split it into 3 points of damage across 3 targets. You'd roll 3 sets of 2d6 against the first target with the normal TN, against the second target you would do the same with an additional +1 modifier, against the third target it would be a +2 modifier. Hope that helps!
Have the book, but no time to read it! Just asking: does facing matter? I mean no armor diagram! so No? and everything can see 360-unless blocking LOS to Target? a simple Yay! or Nay will suffice! Still decing to get into this part of BT. TY For your time!
Facing matters less in AS. Everything in front of the mech's rear hex line is considered to be in their firing arc. If firing into the back of the mech (center to center, it passes through the rear hex line) an additional point of damage is done. So it certainly matters, it's just not as granular as it is in Classic.
I got a question. If you have jump jets can u do pop up attacks? Or is "IF" the closest option to that? In the video games I used to take a catapult and jump jet above a building or mountain, take a clear shot and the release the jets and drop back down to cover. Does that exist in this version?
No rules-as-written. You could house rule that if you want to. However, you could then argue that you should be able to pop out from behind cover, shoot, and run back in to cover. This would probably throw up some problems, and if you limit it to jumping mechs then it would make them a bit over powered.
@@thecreeper6799 It is a fun game. The adjustment to TMM simulates the advantage of making a jump. The simplicity of the rules abstracts a lot of things but makes it faster to play. And painting the mechs is fun as well :)
This is a fantastic breakdown. Thank you so much.
Glad it was helpful!
Thx for this amazing video. Really helped me getting grip on the rules before my first game.
Glad it helped!
Brand new to the Battletech (Alpha Strike) universe. I would like to thank you for taking your time to explain all the concepts. For someone that is a N00B, your video makes everything make sense to me. Thank you!!!
Happy to help!
thanks so so so so much!, is really hard to find well explained tutorials for this game and i love how you take your time to show us all the core rules and how the game works, i want to show this game for friends and this help me a lot how to deal with the basics, thanks so much and greetings from Mexico!
Glad I could help!
You aren't getting enough love for the effort you put in. Ya earned a subscribe from me however! Lets see more!
the Synthwave came in hard at one point and im not gonna lie i didnt pay attention to the hatchetman details but damn.
video was great, i played a game of armored combat a couple of weeks ago, been dying to use my Alpha strike command book i bought soon haha (Building upto 500 PV Jade Falcons right now)
Love the Jade Falcons. If you're going Clan you might as well go full crazy :D
Thank you!
You're welcome!
Thank you so much! I don't have the base Alpha Strike box, so I don't have a complete set of rules, and the resources I was able to find online wasn't clear on a lot of stuff.
This resulted in a lot of "sorta rules" between me and those I play with (who leave the rules to me, mostly), some of which I see now were wrong.
I have a question, or rather two. Are multiple-target attacks a thing? And how is range handled? If I'm at short range, but want to use medium-level damage instead, is that a thing, or are you constrained to range brackets?
You are mostly constrained to range brackets. There are some advanced things that let you play with them a bit. For example there's a unit skill that allows you to trade one bracket modifer with another (so like a unit specialize in sniping can take a +0 for long range modifier but they are +4 at short range).
As far as multiple target attacks go that's in the optional rules section of the ASCE under multiple damage rolls. If using this rule you roll 2d6 for each point of damage being fired at a target, for each 2d6 that met or exceeded the target number 1 point of damage is done. You can spread your damage out across multiple targets this way, with a +1 modifer for each target beyond the first.
So say you're firing a Battlemaster C for 9 points of damage and want to split it into 3 points of damage across 3 targets. You'd roll 3 sets of 2d6 against the first target with the normal TN, against the second target you would do the same with an additional +1 modifier, against the third target it would be a +2 modifier.
Hope that helps!
Have the book, but no time to read it! Just asking: does facing matter? I mean no armor diagram! so No? and everything can see 360-unless blocking LOS to Target? a simple Yay! or Nay will suffice! Still decing to get into this part of BT. TY For your time!
Facing matters less in AS. Everything in front of the mech's rear hex line is considered to be in their firing arc. If firing into the back of the mech (center to center, it passes through the rear hex line) an additional point of damage is done. So it certainly matters, it's just not as granular as it is in Classic.
I got a question. If you have jump jets can u do pop up attacks? Or is "IF" the closest option to that?
In the video games I used to take a catapult and jump jet above a building or mountain, take a clear shot and the release the jets and drop back down to cover.
Does that exist in this version?
No rules-as-written. You could house rule that if you want to. However, you could then argue that you should be able to pop out from behind cover, shoot, and run back in to cover. This would probably throw up some problems, and if you limit it to jumping mechs then it would make them a bit over powered.
@@Subcomandante73 I see yer point and agree. I'm new to this game and am still working out the rules
@@thecreeper6799 It is a fun game. The adjustment to TMM simulates the advantage of making a jump. The simplicity of the rules abstracts a lot of things but makes it faster to play. And painting the mechs is fun as well :)
Not really, the modifiers added from jumping movement sort of abstract it.
Heat scale nah never use unless taken critical hits
You should try out the Dire Wolf some time ;)