Played my first Intercept mission yesterday - wow! There was a great deal of running around. What's better, it took quite a bit of brain power - calculating if I should even try for some of the hot objectives while holding my Locust back to make a run on the two behind me that might go hot next turn.... What a great time. Kevin came up with this? Great job, sir. And thank you. I had a blast (lost, but I had a blast). ;-) If anybody wants to play this kind of thing, the rules for all these mission types are on the DFA Wargaming site.
It's almost like the Quickdraw's a better mech than most give it credit for :P This match is a great example of why I like the Quickdraw. While I'm not in love with your house rules I really enjoyed this bat rep. Thank you for continuing to do these.
Just starting to get back into BT and have got to say, you guys do a fantastic job of setting up a game mat. I love that you contour the mat as it really adds depth (literally!) to the gameplay. Your videos have nice editing too, keeping the pacing tight but still covering everything that matters. Great work! (Also very impressed by the look of that PWork gamemat!)
@@DeathfromAboveWargaming it’s actually crazy how little has changed from when I played as a kid in the 80s. I still have my original technical read outs with the “unseen” mechs. Do you know if those would still be valid with the current BT rule set or have armor values weapon load outs changed?
Another awesome report and I like the random objectives, reminds me of several Age of Sigmar scenarios that are a little like this too. Again, great report and look forward to more!
I just got the starter box from my local game store and I really want to try this game out! Gonna try and get a buddy of mine into the game soon, since it is difficult to find anyone in my area who plays. I just figured out how you guys are rolling your dice for shooting! Oh, that makes so much sense and speeds things up enormously!
Awesome! Welcome to the channel! You can find more information about our house rules at www.dfawargaming.com - and there is a quick primer video on group fire and cluster rules at the top of the Battle Reports playlist. 👍
The Highlander's a magnificent beast, easily one of my fave IS assault 'mechs. It can just wade through combat like it was crossing a stream, not to mention the brutality of the 'highlander burial'.
Another great video!! The Davion dice need some time in a reeducation camp... 😂 I'll show this mission to my group, it looks very intense and dynamic and a great cure for the typical cover hugging sniper fest many games turn into. I have a game tomorrow with my own FedSuns, the 7th Crucis Lancers (6500 pts) I'm taking a Longbow, Warhammer, Enforcer, and Valkyrie. I switched out a Stalker for the Longbow because your videos are making me want to spam LRMs on everyone... 😁
I am a big Stalker fan... but I also love the Longbow. Actually I have both painted up in my FWL 5th Atrean Knights company (yet to debut on the channel!) ... but man, all those LRMs are just monstrous. Plus the Longbow has the most pilot-friendly heat curve in the world. Solid choice!
We are introducing a couple new players to the game so we are keeping it to 3025 tech and all stock variants, so no customization. I'm a little worried about the Warhammers armor issues.... I love the mech, but it's always been such a glass cannon.... i usually dump both small laser, both MGs and the ammo for 2 more tons of armor and another heat sink. My opponent is bringing a Panther, 2 Dragons, and an Awesome so we'll see if I survive the massed PPC light show!! 😂
@@orkloven LOL! Sounds like a fun time to me. Just FYI, we do have a set of "house" customization rules we use, that are conveniently documented on our blog here: dfawargaming.com/home/field-refits-modifications This is a more a "field refit" style that keeps the mechs close to the original intent, but can remove some of the glaring inadequacies, etc. Feel free to use of course!
@@tBERGracer well.... the Awesome murdered us... it was going well for the first 8 turns. The Longbow and the Warhammer worked together and killed one Dragon and left the other with no arms and a crippled leg turning it into an LRM turret. The Enforder and Valkyrie kept the Panther busy but coulcnt put it down. Then the Awesome showed up (stomping through forest chasing the Enf. and Valk.) Cored out the Valk in one turn with the Panther, 3 PPC hits to thr CT. Then took both legs off the Enforcer while my Warhammer rushed to help. Next three turn those 2 mechs dismantled the Warhammer while the Longbow missed every other shot from long range. My opponent offered to let my Longbiw withdraw if my other 2 crippled mechs cpshut down and surrendered. It's a campaign game, so that cost me 3 mechs and he got a boat load of salvage.... 😨
What movement rules are you using? The Miniature Rules from StratOps? Have you taken a look at the 2S Archer? Same number of heat sinks as the 2R, but it drops the launchers to 15s (making it more heat efficient) and gives it some SRM-6s to deal with anyone that gets too close.
On the movement rules - it's a little different than Strategic Ops, as that details a 1 hex = 2" conversion. We are playing 1 hex = 1"... so it essentially mirrors what you'd find in the battlemech manual. We have some tutorial vids up in our How to Play Series that describe some of that if you're interested! And the 2S is a solid mech! Thanks for the recommendation!
Xeno426 It crossed my mind, but we decide mission before force selection, and I really expected my Archer to camp a rear obj., raining hell, while the others moved in. However, it was our first time playing that mission type and we weren’t totally sure how it would play out tactically
How do you guys determine Battle Value on customized units? Ive used Megamek Lab to customize some variants, and it does spit out a BV but it seems to assume that your only using a standard pilot of 4 Gunnery 5 Piloting. The MUL website adjusts for pilots, but only with canon Chassis/Variants. Wondering how you guys are able to figure out BV for custom variants and adjusted for pilot value?
Thanks for this BR. Nice to learn that way. And the table, gosh ! A battlemat... Thoughed it was real. Just realized when hearing the sound of dices... Still you are putting something under to make elevations, right ?
Good question! We have actually overhauled all of our missions - check out the updated missions on our website in the downloads section: dfawargaming.com/downloads.html But to answer your question - no we didn’t base on weight class, we allowed the owner to assign a value. So in this case, the total lance would be worth 8 VP; you could assign 1-3 VP per mech as long as the lance totaled up to 8.
All the new minis are plastic thank God haha - but for the top heavy metal ones, you can weight the bases or just place them carefully! Sometimes we’ll wedge a pebble or some loose terrain under the base to keep it in place if the mini is particularly problematic.
I don't quote get how you do the dice rolling. For example at around 10:49 you say Black Knight needs a 10, you roll 2d6 and have a 7 its a miss. Okay thats how I know it but then the Catapult you roll 3 dice for one shot? Why is that? Also it seams that you roll for more then one shot? I haven't played for some time, the rules that I remember are two dice for each shot.
Hey - welcome to the channel! We use a house rule for “group firing” that is loosely based on one of the optional rules in strategic ops. This thematically represents the pilot firing a bunch of weapons in one trigger pull, but mechanically is meant to speed up the game without skewing your overall chances to hit or miss over the long run. Here is a video that explains it: ruclips.net/video/-fiylYFzeqU/видео.html And here is a link to our blog that going into more detail, and also itemizes all the other optional and house rules we use: dfawargaming.com/home/dfa-optional-and-house-rules
I'm so confused about what rules you guys are using for rolling. i just got into the game with a game of armored combat and while I understand that there are hexless variants of the game i don't understand rolling odd numbers of dice to shoot and the cluster roll also looked odd.
Hey - thanks for the question! Check out the house rules video at the top of the battle reports playlist, as well as the house rules section of our website for more details.
@@power2084 ruclips.net/video/-fiylYFzeqU/видео.html This will explain it much easier, and more visually. The short version is you roll one "pilot" die, and a handful of weapon dice - each a different color/size to represent various weapons. Calculate TNs normally. Roll all your dice together. Pair your pilot die to each weapon die and totally individually. This is inspired by the group fire optional rules in strategic ops. Underlying statistics can be found here: dfawargaming.com/home/dfa-optional-and-house-rules scroll down to group fire on the page.
Thanks! We use mats from Deepcut Studio and PWork Wargames. Great guys over there. Stay tuned later this week - we have the first of our terrain videos coming out, which will detail how we build the basis of our battlegrid!
You can, but you can also play Classic BattleTech without hexes, using some of the optional rules found in strategic ops. It plays really well without hexes!
Played my first Intercept mission yesterday - wow! There was a great deal of running around. What's better, it took quite a bit of brain power - calculating if I should even try for some of the hot objectives while holding my Locust back to make a run on the two behind me that might go hot next turn.... What a great time. Kevin came up with this? Great job, sir. And thank you. I had a blast (lost, but I had a blast). ;-) If anybody wants to play this kind of thing, the rules for all these mission types are on the DFA Wargaming site.
Loved reading this! The missions do add a new strategic dimension - glad you enjoyed it!
Yeah! The fire Jenner is back! Glad that you guys are enjoying my recommended light mech.
that Jenner is a consistent MVP!
celebrity mech.
A true striker mech 😁
Hot jenny
Jenner. So hot right now.
It's almost like the Quickdraw's a better mech than most give it credit for :P This match is a great example of why I like the Quickdraw.
While I'm not in love with your house rules I really enjoyed this bat rep.
Thank you for continuing to do these.
This reminds me of The War of 39. Classic DCMS vs AFFS. Awesome vid!
Thanks for watching!
Just starting to get back into BT and have got to say, you guys do a fantastic job of setting up a game mat. I love that you contour the mat as it really adds depth (literally!) to the gameplay. Your videos have nice editing too, keeping the pacing tight but still covering everything that matters. Great work! (Also very impressed by the look of that PWork gamemat!)
Thanks very much for this comment and thanks for watching 🙂👍
@@DeathfromAboveWargaming it’s actually crazy how little has changed from when I played as a kid in the 80s. I still have my original technical read outs with the “unseen” mechs. Do you know if those would still be valid with the current BT rule set or have armor values weapon load outs changed?
Still valid!
Another awesome report and I like the random objectives, reminds me of several Age of Sigmar scenarios that are a little like this too.
Again, great report and look forward to more!
Great mission, really enjoyed how this one played out!
Thanks! You can find all these missions (and more) available for free download on our website www.dfawargaming.com
Beautiful mat! The terrain looks great.
Thanks! 😀
Definitely one of your better game scenarios.
I just got the starter box from my local game store and I really want to try this game out! Gonna try and get a buddy of mine into the game soon, since it is difficult to find anyone in my area who plays. I just figured out how you guys are rolling your dice for shooting! Oh, that makes so much sense and speeds things up enormously!
Awesome! Welcome to the channel! You can find more information about our house rules at www.dfawargaming.com - and there is a quick primer video on group fire and cluster rules at the top of the Battle Reports playlist. 👍
now this looks like my kind of gaming channel. Also, your summary screens kick ass.
Thanks - welcome to the channel and thanks for watching!
Great job with the production.
The Highlander's a magnificent beast, easily one of my fave IS assault 'mechs. It can just wade through combat like it was crossing a stream, not to mention the brutality of the 'highlander burial'.
What a fierce battle.
Another great video!! The Davion dice need some time in a reeducation camp... 😂 I'll show this mission to my group, it looks very intense and dynamic and a great cure for the typical cover hugging sniper fest many games turn into. I have a game tomorrow with my own FedSuns, the 7th Crucis Lancers (6500 pts) I'm taking a Longbow, Warhammer, Enforcer, and Valkyrie. I switched out a Stalker for the Longbow because your videos are making me want to spam LRMs on everyone... 😁
I am a big Stalker fan... but I also love the Longbow. Actually I have both painted up in my FWL 5th Atrean Knights company (yet to debut on the channel!) ... but man, all those LRMs are just monstrous. Plus the Longbow has the most pilot-friendly heat curve in the world. Solid choice!
Longbow is a SCARY mech. Orkhug -- that list sounds nasty, I'd like to hear how it performs!
We are introducing a couple new players to the game so we are keeping it to 3025 tech and all stock variants, so no customization. I'm a little worried about the Warhammers armor issues.... I love the mech, but it's always been such a glass cannon.... i usually dump both small laser, both MGs and the ammo for 2 more tons of armor and another heat sink. My opponent is bringing a Panther, 2 Dragons, and an Awesome so we'll see if I survive the massed PPC light show!! 😂
@@orkloven LOL! Sounds like a fun time to me. Just FYI, we do have a set of "house" customization rules we use, that are conveniently documented on our blog here:
dfawargaming.com/home/field-refits-modifications
This is a more a "field refit" style that keeps the mechs close to the original intent, but can remove some of the glaring inadequacies, etc. Feel free to use of course!
@@tBERGracer well.... the Awesome murdered us... it was going well for the first 8 turns. The Longbow and the Warhammer worked together and killed one Dragon and left the other with no arms and a crippled leg turning it into an LRM turret. The Enforder and Valkyrie kept the Panther busy but coulcnt put it down. Then the Awesome showed up (stomping through forest chasing the Enf. and Valk.) Cored out the Valk in one turn with the Panther, 3 PPC hits to thr CT. Then took both legs off the Enforcer while my Warhammer rushed to help. Next three turn those 2 mechs dismantled the Warhammer while the Longbow missed every other shot from long range. My opponent offered to let my Longbiw withdraw if my other 2 crippled mechs cpshut down and surrendered. It's a campaign game, so that cost me 3 mechs and he got a boat load of salvage.... 😨
What movement rules are you using? The Miniature Rules from StratOps?
Have you taken a look at the 2S Archer? Same number of heat sinks as the 2R, but it drops the launchers to 15s (making it more heat efficient) and gives it some SRM-6s to deal with anyone that gets too close.
On the movement rules - it's a little different than Strategic Ops, as that details a 1 hex = 2" conversion. We are playing 1 hex = 1"... so it essentially mirrors what you'd find in the battlemech manual. We have some tutorial vids up in our How to Play Series that describe some of that if you're interested!
And the 2S is a solid mech! Thanks for the recommendation!
Xeno426 It crossed my mind, but we decide mission before force selection, and I really expected my Archer to camp a rear obj., raining hell, while the others moved in. However, it was our first time playing that mission type and we weren’t totally sure how it would play out tactically
Love it! Thanks for the video!
You are welcome! Thanks for watching!
Love the terrain
Thanks! Appreciate the comment 👍
Ooh mechwarrior mercenaries music 😍
Epic and classic. Enjoy the battle report 😁👍
Have they changed what dice you use? I know it has been decades since I played but wasn't it 2d6 for everything?
Check the house rules vid at the top of the Classic Batreps playlist.
@@DeathfromAboveWargaming ok it makes sense now.
There is also a free download on the website of our house rules that might add more clarity if you need it!
How do you guys determine Battle Value on customized units?
Ive used Megamek Lab to customize some variants, and it does spit out a BV but it seems to assume that your only using a standard pilot of 4 Gunnery 5 Piloting. The MUL website adjusts for pilots, but only with canon Chassis/Variants. Wondering how you guys are able to figure out BV for custom variants and adjusted for pilot value?
There are tables in the Tech Manual and errata. There are % modifiers on the BV for increasing p/g.
@@DeathfromAboveWargaming Good to know! One of the rulebooks I haven't picked up yet - will have to add it to the collection soon. Thanks!
Thanks for this BR. Nice to learn that way. And the table, gosh ! A battlemat... Thoughed it was real. Just realized when hearing the sound of dices...
Still you are putting something under to make elevations, right ?
Thanks! And... Yes we are! 🙂 Check this video out on how we build the battlegrids:
ruclips.net/video/REa5kuppBro/видео.html
By the way am fascinated with these videos.
Question on your VP. You have 1-3 VP for destroy enemy mech and 1-2VP for cripple enemy mech. Is this based on weight class?
Good question! We have actually overhauled all of our missions - check out the updated missions on our website in the downloads section:
dfawargaming.com/downloads.html
But to answer your question - no we didn’t base on weight class, we allowed the owner to assign a value. So in this case, the total lance would be worth 8 VP; you could assign 1-3 VP per mech as long as the lance totaled up to 8.
How your miniatures do not topple in that inclined terrain?Are the bases metal to keep them steady?
All the new minis are plastic thank God haha - but for the top heavy metal ones, you can weight the bases or just place them carefully! Sometimes we’ll wedge a pebble or some loose terrain under the base to keep it in place if the mini is particularly problematic.
I don't quote get how you do the dice rolling. For example at around 10:49 you say Black Knight needs a 10, you roll 2d6 and have a 7 its a miss. Okay thats how I know it but then the Catapult you roll 3 dice for one shot? Why is that? Also it seams that you roll for more then one shot?
I haven't played for some time, the rules that I remember are two dice for each shot.
Hey - welcome to the channel! We use a house rule for “group firing” that is loosely based on one of the optional rules in strategic ops. This thematically represents the pilot firing a bunch of weapons in one trigger pull, but mechanically is meant to speed up the game without skewing your overall chances to hit or miss over the long run.
Here is a video that explains it:
ruclips.net/video/-fiylYFzeqU/видео.html
And here is a link to our blog that going into more detail, and also itemizes all the other optional and house rules we use:
dfawargaming.com/home/dfa-optional-and-house-rules
@@DeathfromAboveWargaming Interesting idea. I can see how for bigger games that could actualy improve playing speed.
I'm so confused about what rules you guys are using for rolling. i just got into the game with a game of armored combat and while I understand that there are hexless variants of the game i don't understand rolling odd numbers of dice to shoot and the cluster roll also looked odd.
In our classic / batrep playlist - check for a video on house rules.
@@DeathfromAboveWargaming I'll do that, thnx for the quick response!
I don't get it... How they move their mechs without hexes?
There are rules for this in Strategic Ops and also Alpha Strike! Break the chains and free your mechs from hexes! 😆
With their hands.
Jokes aside, they used tape measures.
Love the shirt!
Why is it that you are sometimes rolling 3d6 to determine if it's a hit instead of 2d6 ???
Hey - thanks for the question! Check out the house rules video at the top of the battle reports playlist, as well as the house rules section of our website for more details.
@@DeathfromAboveWargaming can you give me a short version ? You roll 3d6 and keep the best 2 dice ?
@@power2084 ruclips.net/video/-fiylYFzeqU/видео.html
This will explain it much easier, and more visually. The short version is you roll one "pilot" die, and a handful of weapon dice - each a different color/size to represent various weapons. Calculate TNs normally. Roll all your dice together. Pair your pilot die to each weapon die and totally individually. This is inspired by the group fire optional rules in strategic ops. Underlying statistics can be found here:
dfawargaming.com/home/dfa-optional-and-house-rules
scroll down to group fire on the page.
@@DeathfromAboveWargaming Ok i'll take a look !! Thanks for the reply
So in this video, you guys are playing alpha strike but with classic battletech record sheets? How does that work?
Really like the idea of this scenario! Where did you guys happen to get those objective markers?
I picked them up on ebay... Check out Pyrkol Objective Markers. Real good guy.
I love the way your bat reps look. What game mats are you using?
Thanks! We use mats from Deepcut Studio and PWork Wargames. Great guys over there.
Stay tuned later this week - we have the first of our terrain videos coming out, which will detail how we build the basis of our battlegrid!
what are the rules for a hexless map for classic?
They are in strategic operations.
Aren't you suppose to move and calculate distance using hexes?
You can, but you can also play Classic BattleTech without hexes, using some of the optional rules found in strategic ops. It plays really well without hexes!
draconis combine battlemechs cost 22,425,922 c-bills Federated suns battlemechs cost 24,374,489 c-bills
If you ever play Mechwarrior RPG you should definitely take the Merchant occupation path with a specialization in Appraisals!
you guys dont do piloting roills at 20+ dmg? Oh well, glory to the Combine!
We usually do! Might have missed one 😬 we do +1 per addition 20 pts as well, so if you take 60 damage you take a +3 penalty. 🙂
its conga line not congo line. common mistake.
we got 1-6 3 times in a row