Battletech: Alpha Strike, Why Do I Do What I Do With Light Mechs?

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Tune in today as I discuss my views on Light Mechs in Battletech Alpha Strike.
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Пікірлер: 30

  • @mattcarper9853
    @mattcarper9853 Жыл бұрын

    There are two light mechs. The Locust and the Dasher. The Urbie is an honorary light mech. The Locust and Dasher are what all the other light mechs aspire to be. Also....they are hella hilarious to run in Alpha Strike, and annoy the ever-loving crap out of my opponent.

  • @madcat3525
    @madcat3525 Жыл бұрын

    Great Show!

  • @killardan1
    @killardan111 ай бұрын

    The same strategy I use for my spirit cats. My annihilator ANH-5W, 2 timber wolves, 2 kit foxes. Send two kit foxes with a timber wolf, and keep a timber wolf with the annihilator. Mess with the annihilator while the timber wolf eats you. Or mess with the Timber wolf while the annihilator eats you. Same for the kit foxes and timber wolf.

  • @pudge131
    @pudge131 Жыл бұрын

    Great break down!

  • @Mihail540
    @Mihail540 Жыл бұрын

    I didn't get a chance to get familiar with infantry and vehicles, it could really make sense if you use them as vehicles. But you only get a few points by cutting off the skill of cheap units. Of course, if you are limited in the number of experienced pilots, this can also work poorly. But if not - you can get a pilot with 1-2 skill for only 8-10 points over, and if his TMM is 3-4, and maybe he has jamp jats. No one will be able to hit this guy and he will deal a steady 2-3 damage in the back.

  • @clanorangechicken6648
    @clanorangechicken6648 Жыл бұрын

    in the current BTAS I think the multi attack optional rule is you get an extra shot at the back. i sort of hated this rule but then a friend was saying its a little like some of the PSA skills where maybe its a way to represent the pilots skill to hold the laser steady on that weak back armor and hit a thin spot. the back armor is not perfectly even all over for weakness.

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    The way we play, and the way it’s done at Southern Assault, is +1 damage if you connect rather than plus one pair of dice. That may not be how others play it but that’s how we do. The mathematics behind doing this way makes it more fair. The extra pair of dice gives a larger benefit to units with a poor skill which we felt wasn’t the intent of the rear shot bonus. But! It’s ok for different groups to run things different ways. I mention the differences in how we play during most of my battle report videos so people know :)

  • @clanorangechicken6648
    @clanorangechicken6648 Жыл бұрын

    by the way the MUL 're-priced' a bunch of Inf and BA... that Marauder BA is now 19 points...

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    Yeah the points change happened after I filmed the video unfortunately.

  • @Krix6426
    @Krix6426 Жыл бұрын

    Great vid. thanks! This is where Formations start to screw with me. Do you always try to satisfy formation requirements? They have great bonus abilities, but do they get in the way of other good ideas?

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    My video may not have been entirely clear, I generally don’t play with formations and the one tournament I play in also doesn’t use them. I think they can be fun for campaign stuff but for balance it brings up a lot of issues the same way SPAs do. I try to keep a balance of weight classes represented usually.

  • @Krix6426

    @Krix6426

    Жыл бұрын

    @@Thearmedpainter Okay that makes since. Thanks!

  • @lorcannagle
    @lorcannagle Жыл бұрын

    Another place you can save points is IF units, get them to medium range and then park them behind a hill or building so they can't be seen. Remaining still means a skill 5 unit goes back to effective skill 4. Have a cheap conventional infantry unit on elevated terrain to spot for them

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    The major benefit I find with lights is also leveraging their TMM to try to impact what my opponent does or does not shoot at. IF can be good but make a choice for you opponent and makes other units a higher target chance. Things to consider :)

  • @lorcannagle

    @lorcannagle

    Жыл бұрын

    @@Thearmedpainter Yeah, the high TMM is a good way to try and ensure your enemy has a bunch of bad choices to make. I tend to use fast hovercraft instead of light mechs, but stuff like the Pegasus X-pulse is more expensive in terms of PV. My group tends to play larger, non-competitive games of Alpha Strike and use the themed lance rules, so a lance of LRM Carriers where three of them have the Oblique Artilleryman SPA, and a lance of fast hovers with Blood Tracker backing up a lance or two of 'mechs is a formidable force.

  • @johntaylor8095
    @johntaylor8095 Жыл бұрын

    Some things I haven't considered here, appreciate the video. Also...is that a Swordsworn LCT?

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    Maaaayyybbbeew ;) I’m a big Dark Age fan.

  • @dontletmebrewthat
    @dontletmebrewthat Жыл бұрын

    Loved this video. Pretty great at explaining the value of lighter mechs to friends and how the tabletop is different from the video games. The concept is somewhat transferrable to cbt too!

  • @Kingofdragons117
    @Kingofdragons117 Жыл бұрын

    I personally stopped using TMM 4 units because they can be a NPE if your opponent isn't fielding Skill 3/2 units. But that is just my opinion. Lowering the pilot cost to 6/7 also feels really gamey, but I understand the reason for it.

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    I don’t have many tmm 4 units to pull from and usually it only takes one hit to take them out typically anyway. I think the Fire Moth may be one of the only ones I have that I use consistently that has a 4 tmm. It usually gets killed pretty fast as is. At medium range it’s still a solid roll but a skill 4 unit needs 10s to hit. Toss a unit or two at them and usually they are down. As for having a high skill on them that’s also why SA, and myself, limit the number of skill 2s and skill 7s that can be fielded.

  • @SwedishNeo

    @SwedishNeo

    Жыл бұрын

    @@Thearmedpainter 10s to hit is 16,67% chance and if you play the alternative rules with one dice pair per damage. A 4 damage attack means 66,68% to do 1 damage. That's not so bad.

  • @CMDRFandragon
    @CMDRFandragon10 ай бұрын

    Its not BT, but I made "flank shots" in my lego shooter game, a +1 to accuracy instead of bonus damage. Thats how id do it in this game to, though id likely add the +1 damage just to make the stakes a little higher for the one being flanked. I was also thinking of expanding the rear arc to be more inline with Clix, being the back 90 degree arc, or in this game 1 full hex facing and then half on either side, just to make flanking a little easier. Though ill have to play the game to really see how easy it is to get in the rear. And hot dog, ive not looked at AS battle armor or infantry stats, but 3 and 4 damage out of infantry? Thats......thats positively horrifying. I know in Clix my brother was a beast with his death squad of infantry.

  • @Thearmedpainter

    @Thearmedpainter

    10 ай бұрын

    There are some absolute monsters in the infantry and battle armor categories for sure! Once you get the hang of AS the rear arc stuff makes a little more sense :) The bonus to damage in AS on the rear I think helps reinforce the notion that the rear armor is thinner than the front since you can't really represent this the same way you do in classic.

  • @MausGMR
    @MausGMR Жыл бұрын

    Ah yes the crèchetech strategy, where house militaries sent preschoolers to war... Skill past 5 shouldn't even exist in battletech

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    The overall strategy would still be the same though, just would have to shift points in other ways to make lists work but the concept is still sound with why you'd skew your lights into having poor skill levels. This is also not the end-all-be-all answer to how to use lights, just one approach or consideration.

  • @sergprot1053
    @sergprot1053 Жыл бұрын

    1) Point cost of battlearmour is updated 2) when you shout to rear arc you also should roll for that +1 damage, it is not autohit with first hit 3) try play with lances rules - sniper lance and battle lance is nice on long range

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    We play where you have to hit to get the damage bonus rather than giving an extra pair of dice. It’s also how Southern Assault does it for their tournaments and as it’s the local (and biggest BTAS event) that’s how I play :) perfectly fine for different folks to play different ways. I usually bring this up during my gameplay videos so people know when they watch it’s slightly different.

  • @ultraman5168
    @ultraman5168 Жыл бұрын

    Step 1) Leave it on the store shelf where it belongs lol.

  • @AlxParrish
    @AlxParrish Жыл бұрын

    Is your teenager experimenting with light mechs?

  • @Thearmedpainter

    @Thearmedpainter

    Жыл бұрын

    No kiddos for me lol.

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