This is absolutely done very very well. I did stop looking for batreps on BT I think 2 or 3 years ago because it seemed that time had stopped on this game. No pleasing terrain... everything seemed to be out of date, like many of its players (sorry!) compared to nowadays wargaming... THIS in fact is great and motivating. Great video effects, great idea to lift up the mat to create „floating“ hills, and NO HEXES without being Alpha Strike. Great job! AND a story being told within less than 1 hour!!! just awesome!
Thank you! We’re still learning all the tricks to further improve production quality... so stay tuned! Hopefully we will have another battle report out soon!
Have you guys thought about moving on to advanced technology? I love your battle reports, but intro-tech kind of limits the number of viable loadouts especially with customization and leads to super elite pilots when playing high BV games with a lance to a side. Great videos though, and I really like your tracking stats for your factions.
Next time you could try the Jenner JR7-F, also called "fire jenner". It drops the arm and ammo for armor. This variant have 11 pips of armor in each arm.
Hi, I'm Thom from the channel -- I took your advice on a rematch and gave you a shout out -- check it out: ruclips.net/video/PmymH1ZgEkw/видео.html The JR7-F did really well, thanks again!
Hi there guys, big fan and recent subscriber. I've been thinking about some of the house rules. I've got an idea to keep with the 'fast rolling' and using the pilot die. I was working on something and the 'mech I was looking at was the HBK-4P Hunchback (6 Medium lasers in place of the AC20 - for those who might not know); the 'mech also has a Medium Laser in each arm and a Small Laser in the head rolling individually is at least 8 different die rolls but the pilot die makes the boom-bust effect a certainty (all weapons will hit or none will hit). I like the rationale of the Pilot die, but the dependancy on a single result can take some wind out of a well laid out plan (as we know these things do happen) because the Pilot Die rolls a one and nothing can hit. Alas I digress: Rolling for each location rather than all weapons may be a suitable compromise, thematically it also makes a little more sense, and it will make some small consolation if only the left arm weapon/s hit. The same too for the damage locations. I figure, three rolls are still better than 8 rolls, and leaves a little more space for the player than one roll - otherwise realistically, the player (depending on the Gunnery roll required) could just roll the Pilot die and it was either 1 or 2 don't bother rolling the other dice.
Sure there is a tradeoff. The pilot die can help and hurt you equally. If you run the probability, it isn’t changing things much over the course of the game in a multi-mech fight.
Damn some one really enjoys modeling terrain. Looks gorgeous. Loved the slow fly by cam. Im rooting for the Home team go Liao! Get that minmaxer (Honestly a joke, but in prety new to Battletech will normal opponents tipicly a-low refits?)
We have a set of house rules for field refits which aims to keep it “reasonable”. 🙂 You can check all of that and more out on our website at www.dfawargaming.com
Another great batrep. Question - around the 24 minute mark you made two headshots, but said that one of them downgrades to the CT due to group firing rules. I watched your house rules vid and didn't see any mention of that. Can you explain that (and maybe consider adding a note to your houserules video)? I'm guessing you want to minimize the chances of too many head shots due to rolling a six on your yellow die?
Good catch, and exactly right... we did some math on the probability to hit a certain location with the group fire house rule, and it all basically lines up with the rules-as-written *except* for headshots. Considering how debilitating a headshot can be, we opted to fudge this one and count any additional headshots beyond the first as hits to the torso (CT, RT, or LT depending on the facing). Note though that through-armor/floating criticals (double 1s) count as -is... because [a] we use the floating crit rule so it will land in different spots, and [2] there is still a 58% chance you won't confirm the crit. Feel free to post up any other questions! Thanks for the feedback!
Thanks for the feedback - actual gametime (uncut) was about 2 hours; to cover everything including board setup, the intro, and after action report, add in maybe another hour.
Correct! There are optional rules in strategic ops for hexless CBT. You do still need to measure and count turns (unlike AS) but otherwise its all pretty similar! In fact when we play AS, you’ll see we use a similar 1” = 1 hex conversion, instead of the 2:1 that is presented in the base rules.
Jenner's and as far as that goes most Light Mechs count on their Speed/Movement Modifier for their ARMOR not what is actually mounted on the Mech. So unless lining up a shot in the Rear Armor at short range of a Target they should Always Run or Jump never Walk.
So 7500BV gives you....not even a handful, more like a finger or two fingers-ful of models each. I know they're entirely different universes, but spending some time with WH40K made me conditioned to think 2000 points for a player meant a fairly significant force of dozens of units, when I came onto this video I thought i'd see a force bigger than, well...this. Not saying the game's bad because of it by the way, just saying I was met with a completely different reality than what I was expecting.
Yes very different scaling. Each ‘mech is more akin to an Imperial Knight, able to sustain quite a bit of damage before going down... but yes, very different than 40k 🙂
Should have gone Steiner scouting party, "Because it's still stealthy if there's no-one left alive to report!"
This is absolutely done very very well. I did stop looking for batreps on BT I think 2 or 3 years ago because it seemed that time had stopped on this game. No pleasing terrain... everything seemed to be out of date, like many of its players (sorry!) compared to nowadays wargaming... THIS in fact is great and motivating. Great video effects, great idea to lift up the mat to create „floating“ hills, and NO HEXES without being Alpha Strike. Great job! AND a story being told within less than 1 hour!!! just awesome!
Thanks man! Appreciate the kind words and glad you are liking what you see!
I like your damage graphic, it's pretty cool
Subed... some of the best comprehensive info about not only mechs.. but of the different factions. Very nice.
Thanks and welcome to the channel!
Great game. Thanks for posting.!
Really enjoyed this battle report. Looking into getting back into the game myself!
Great video, and keep up the good work.
I would love to see your take on either the Battle of Tukkayid or the Great Refusal on Strana Mechty.
Enjoyable as always.
these are very professionally done for production.
Thank you! We’re still learning all the tricks to further improve production quality... so stay tuned! Hopefully we will have another battle report out soon!
A soooooo great battlereport. Well done. 👍👍👍
Have you guys thought about moving on to advanced technology? I love your battle reports, but intro-tech kind of limits the number of viable loadouts especially with customization and leads to super elite pilots when playing high BV games with a lance to a side. Great videos though, and I really like your tracking stats for your factions.
Thanks! And yah, it’s definitely on the agenda to move into the clan invasion time period at some point!
The clint is now called enforcer jr
capllan confederation battlemechs cost 18,571,849 c-bills free worlds League battlemechs cost 21,356,280 c-bills
Only a 3 mil dif. BV's the same
Next time you could try the Jenner JR7-F, also called "fire jenner". It drops the arm and ammo for armor. This variant have 11 pips of armor in each arm.
Hi, I'm Thom from the channel -- I took your advice on a rematch and gave you a shout out -- check it out: ruclips.net/video/PmymH1ZgEkw/видео.html
The JR7-F did really well, thanks again!
Hi there guys, big fan and recent subscriber. I've been thinking about some of the house rules. I've got an idea to keep with the 'fast rolling' and using the pilot die. I was working on something and the 'mech I was looking at was the HBK-4P Hunchback (6 Medium lasers in place of the AC20 - for those who might not know); the 'mech also has a Medium Laser in each arm and a Small Laser in the head rolling individually is at least 8 different die rolls but the pilot die makes the boom-bust effect a certainty (all weapons will hit or none will hit).
I like the rationale of the Pilot die, but the dependancy on a single result can take some wind out of a well laid out plan (as we know these things do happen) because the Pilot Die rolls a one and nothing can hit.
Alas I digress: Rolling for each location rather than all weapons may be a suitable compromise, thematically it also makes a little more sense, and it will make some small consolation if only the left arm weapon/s hit. The same too for the damage locations.
I figure, three rolls are still better than 8 rolls, and leaves a little more space for the player than one roll - otherwise realistically, the player (depending on the Gunnery roll required) could just roll the Pilot die and it was either 1 or 2 don't bother rolling the other dice.
Sure there is a tradeoff. The pilot die can help and hurt you equally. If you run the probability, it isn’t changing things much over the course of the game in a multi-mech fight.
Damn some one really enjoys modeling terrain. Looks gorgeous. Loved the slow fly by cam.
Im rooting for the Home team go Liao! Get that minmaxer
(Honestly a joke, but in prety new to Battletech will normal opponents tipicly a-low refits?)
We have a set of house rules for field refits which aims to keep it “reasonable”. 🙂 You can check all of that and more out on our website at www.dfawargaming.com
Another great batrep. Question - around the 24 minute mark you made two headshots, but said that one of them downgrades to the CT due to group firing rules. I watched your house rules vid and didn't see any mention of that. Can you explain that (and maybe consider adding a note to your houserules video)? I'm guessing you want to minimize the chances of too many head shots due to rolling a six on your yellow die?
Good catch, and exactly right... we did some math on the probability to hit a certain location with the group fire house rule, and it all basically lines up with the rules-as-written *except* for headshots.
Considering how debilitating a headshot can be, we opted to fudge this one and count any additional headshots beyond the first as hits to the torso (CT, RT, or LT depending on the facing).
Note though that through-armor/floating criticals (double 1s) count as -is... because [a] we use the floating crit rule so it will land in different spots, and [2] there is still a 58% chance you won't confirm the crit.
Feel free to post up any other questions! Thanks for the feedback!
@@DeathfromAboveWargaming Good to know re: floating crits.
If you guys happen to be from Southern Ontario, we should meet up for a game sometime!
@@UofTguy We are a little further south near Philadelphia. But if you're ever in the neighborhood we can do a Battle Report!
Nice battle report!
How long took the full battle?
Thanks for the feedback - actual gametime (uncut) was about 2 hours; to cover everything including board setup, the intro, and after action report, add in maybe another hour.
Why no piloting skill rolls for the climbing the terrain? Is it just known that it's not steep enough?
Good question! No PSR required to go uphill, just costs more MP.
Noticed no hex spaces....are you moving the mechs similar to Alpha Strike measuring distance in inches?
Correct! There are optional rules in strategic ops for hexless CBT. You do still need to measure and count turns (unlike AS) but otherwise its all pretty similar!
In fact when we play AS, you’ll see we use a similar 1” = 1 hex conversion, instead of the 2:1 that is presented in the base rules.
Jenner's and as far as that goes most Light Mechs count on their Speed/Movement Modifier for their ARMOR not what is actually mounted on the Mech. So unless lining up a shot in the Rear Armor at short range of a Target they should Always Run or Jump never Walk.
Whats your guy's opinion of the Orion mech?
Good question. You’ll find out soon 😁
(personally I like it - versatile and tough!)
ruclips.net/video/RFPkfek779o/видео.html
And here you go!
Im abit confused at the dice rolling on your guy’s tabble.
Check out our website (dfawargaming.com) and also the house rules video at the top of the battle reports playlist! 👍
So 7500BV gives you....not even a handful, more like a finger or two fingers-ful of models each. I know they're entirely different universes, but spending some time with WH40K made me conditioned to think 2000 points for a player meant a fairly significant force of dozens of units, when I came onto this video I thought i'd see a force bigger than, well...this.
Not saying the game's bad because of it by the way, just saying I was met with a completely different reality than what I was expecting.
Yes very different scaling. Each ‘mech is more akin to an Imperial Knight, able to sustain quite a bit of damage before going down... but yes, very different than 40k 🙂