There is also arm shielding, that is where you don't have weapons in one arm and twist that arm towards the enemy so when they return fire they hit that arm.
@@thatoneguyyouthinkshouldbe2431 I've not played the mechwarrior games. I explained it badly. Battletech computer game is inherently a hex based game. Say the hex facing straight ahead is the enemy. If you angle so you are facing 45% to the left then your right arm is more likely to take return fire. If you are facing 45% to the right then your left arm is more likely to get hit.
@@thomasbovee8742 ah I just took a look at the hit location sheet and it does double the odds of hitting what ever facing your shielding on in the tabletop I never thought it would work in tabletop so I never bothered to check
@@thomasbovee8742 This is true for the game featured in the video as background to the narration, but the context of the video is for the tabletop game, and in the tabletop game, you can twist your torso to change your firing arcs for weapon declaration, but your actual mech's direction (the direction the feet / front face is pointed) is the direction used for attacks declared against you. In other words: if a mech is in your rear arc, you can twist all you want, but you can't stop the mech from shooting in your rear arc, and the same is true for the side arcs.
Counterpoint about the "Stay out of Range", I feel like that's just the indirect-fire mechs's bread and butter.
Would love to see more BattleTech content from you.
I agree
With your heavy mechs, one should be using mediums and lights to screen while the heavies throw out so much firepower that return fire is nil.
Hey, great video! The algo hit it out of the park on this suggestion. Keep at it.
I think being in woods to get that 3rd point of cover while having it not finish off the enemy's cover might count as "don't be acquired".
There is also arm shielding, that is where you don't have weapons in one arm and twist that arm towards the enemy so when they return fire they hit that arm.
Isn’t this more of a mechwarrior thing than a battletech one?
@@thatoneguyyouthinkshouldbe2431 I've not played the mechwarrior games. I explained it badly. Battletech computer game is inherently a hex based game. Say the hex facing straight ahead is the enemy. If you angle so you are facing 45% to the left then your right arm is more likely to take return fire. If you are facing 45% to the right then your left arm is more likely to get hit.
@@thomasbovee8742 ah I just took a look at the hit location sheet and it does double the odds of hitting what ever facing your shielding on in the tabletop I never thought it would work in tabletop so I never bothered to check
@@thomasbovee8742 This is true for the game featured in the video as background to the narration, but the context of the video is for the tabletop game, and in the tabletop game, you can twist your torso to change your firing arcs for weapon declaration, but your actual mech's direction (the direction the feet / front face is pointed) is the direction used for attacks declared against you. In other words: if a mech is in your rear arc, you can twist all you want, but you can't stop the mech from shooting in your rear arc, and the same is true for the side arcs.
Removing the enemy works too
True first layer of the survivability onion: Don't have an enemy.