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chutche2
Jul 3, 2010

CUPOLA MY BALLS
Thinking about having the shadow hawk justice foot the men shen and force it out of its hole. He can take a hit from it.

Blackjack can move up and join the harassment. If the galleon goes east there's 3 mechs there waiting for it, if it goes south my blackjack will try to intercept.

I forget, in alpha strike can you shoot and melee?

chutche2 fucked around with this message at 01:04 on May 25, 2017

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
No. It's one or the other (barring house rules).

chutche2
Jul 3, 2010

CUPOLA MY BALLS
His melee damage is the same as his shooting then so it doesn't really matter

Do you guys think you need my blackjack or should it move back to peck at the menshen and hopefully not die

chutche2 fucked around with this message at 01:14 on May 25, 2017

Runa
Feb 13, 2011

Hooboy, that Heavy Cav lance is still pristine. Which worries me cause they hit disproportionately hard, as the Crusader can put a lot of the goons' mechs into Forced Withdrawal or one-shot them outright just by looking at them funny.


Well, except for the Lao Hu that's decided to get spicy and split off from the rest of his lance across the river. Might wanna burst him down, up to you guys. After what happened to the Orion, and every other mech that got in spitting distance of the Crusader Omni, I don't think the goons on the north side want to cross those bridges until the goons on the south can take down the Stalker and push up. Which is just as well, because the primary objectives is "Scouts or 'Mechs." That said, the last scout tank probably has a free run to the bridge at 1920 unless the Watchman survives to nail it with not one but two lucky hits, so it doesn't look like the scouts objective is going to happen unless the Spider takes a longshot and spends a couple turns jumping over to get into position on the eastern side of the map.

Runa fucked around with this message at 14:35 on May 25, 2017

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
If they can't finish the scouting objective I think they are in quite the pickle.

Runa
Feb 13, 2011

Artificer posted:

If they can't finish the scouting objective I think they are in quite the pickle.

Yeah.

I think the main thing that stopped the last scout tank from working its way towards 1920 was the fact that the Spider was at 0922 and able to threaten either side of the ridgeline with its hefty jump radius. Because the scouts have fast but predictable movement but always lose initiative, the anti-scout objective is essentially about area denial and the Spider, being the single most maneuverable piece on the board, can deny a lot of area. By jumping all the way to the west to threaten the Swift Wind I think that left the Spider overextended. Combined with the Watchman jumping north, this gave the last, indecisive scout tank a shot to escape. That said I'm pretty sure the Spider has the mobility to rush back in and try to hail mary the scout objective, and the Watchman has Lucky rerolls and can still jump over the river to threaten it, albeit with a large amount of woods in the way. (Silver lining: the woods will also keep the Watchman safe from the Jinggau, at least for a turn or two.) Either the Spider or the Watchman has the chance to potentially clinch a win in the next few turns, and I think it's a good idea for both of them to get into position to intercept.

But that all depends on the dice so everybody needs to worry about working out the anti-mech objective just in case.

Gun Jam
Apr 11, 2015
Ouch. Stay away from that Crusader - or focus fire in order to kill it now. He's not trying to dodge, so he's easier to hit - but it means he shoots at 4+tmm at medium, so chance are it will be a sacrifice move.

Speaking of - if Spider jumps into 0215 or 0316, will the 'Crud have a shot on him? I think he'll both he and the Stalker won't have a firing solution, but...

chutche2 posted:

His melee damage is the same as his shooting then so it doesn't really matter

On the other hand, the Men Shen is not equally good at shooting and melee.


quote:

Do you guys think you need my blackjack or should it move back to peck at the menshen and hopefully not die
He is hitting you at 7-9 (4 skill+2 medium range [if you don't jump forward]+1 walk TMM or 2 jump tmm+1 wood [if]). His 4 damage shot is enough to force-Withdrawal you. How hopefully?

chutche2
Jul 3, 2010

CUPOLA MY BALLS

Gun Jam posted:

Ouch. Stay away from that Crusader - or focus fire in order to kill it now. He's not trying to dodge, so he's easier to hit - but it means he shoots at 4+tmm at medium, so chance are it will be a sacrifice move.

Speaking of - if Spider jumps into 0215 or 0316, will the 'Crud have a shot on him? I think he'll both he and the Stalker won't have a firing solution, but...


On the other hand, the Men Shen is not equally good at shooting and melee.

He is hitting you at 7-9 (4 skill+2 medium range [if you don't jump forward]+1 walk TMM or 2 jump tmm+1 wood [if]). His 4 damage shot is enough to force-Withdrawal you. How hopefully?

Well, the shad by itself can't deal with the menshen. If I don't send both in I feel like I probably shouldn't send either in.

RA Rx
Mar 24, 2016

Goons should definitely go all in on taking out the scouts. Could win in 1-2 rounds.

Defeating all the mechs is unlikely, especially if any further firepower is spent on the scouts.
Maxing out the chance to eliminate/chase off all the scouts seems more efficient.

RA Rx fucked around with this message at 06:49 on May 25, 2017

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
It is only the one scout left to deal with, in 1115, given the others are withdrawing. Granted ideally they don't even get to run away but I think we've missed our chance on that for a few already. He's in a good position so it might be best to hit his escort this turn. He's most likely to try for the 1920 bridge and its lots of cover.

RA Rx
Mar 24, 2016

Interesting how the heavy hits are so much more decisive. It makes lighter vehicles more useful.
Right now that tank would be a lot more dead if it wasn't a single attack to hit with everything.

RA Rx fucked around with this message at 20:26 on May 25, 2017

Runa
Feb 13, 2011

Yeah, it's just the one scout left. The players can still pull this one out if they focus on it.



Can that Wolfhound in Forced Withdrawal take some potshots on the way out?

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Xarbala posted:

Yeah, it's just the one scout left. The players can still pull this one out if they focus on it.



Can that Wolfhound in Forced Withdrawal take some potshots on the way out?

PTN already said that yes, stuff on forced withdrawl can still fire as long as there are valid targets within their firing arcs.

Sparq
Feb 10, 2014

If you're using an AC/20, you only need to hit the target once. If the target's still standing, you oughta be somewhere else anyway.
Hey dudes. Watchman here. I intend to jump to 1715 and wait a turn there, if the scout moves I'll be able to jump on his six and do some extra damage, or even DFA it if I feel funny. It can go to 1718 or 1613, and I'll be able to ambush it without any trouble.

Is that a horrible, stupid plan fellow goons? I can't find any flaws but I feel I may gently caress it up horribly somehow.

Also PTS, are bridges destructible?

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

Sparq posted:

Hey dudes. Watchman here. I intend to jump to 1715 and wait a turn there, if the scout moves I'll be able to jump on his six and do some extra damage, or even DFA it if I feel funny. It can go to 1718 or 1613, and I'll be able to ambush it without any trouble.

Is that a horrible, stupid plan fellow goons? I can't find any flaws but I feel I may gently caress it up horribly somehow.

Also PTS, are bridges destructible?

I am pro DFA so this is a sound plan to me.

Gun Jam
Apr 11, 2015

Sparq posted:

Hey dudes. Watchman here. I intend to jump to 1715 and wait a turn there, if the scout moves I'll be able to jump on his six and do some extra damage, or even DFA it if I feel funny. It can go to 1718 or 1613, and I'll be able to ambush it without any trouble.

Is that a horrible, stupid plan fellow goons? I can't find any flaws but I feel I may gently caress it up horribly somehow.

Also PTS, are bridges destructible?

-2 level water - I don't think you can jump out.

Gun Jam fucked around with this message at 20:36 on May 25, 2017

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Sparq posted:

Also PTS, are bridges destructible?

No.

PoptartsNinja fucked around with this message at 21:09 on May 25, 2017

RA Rx
Mar 24, 2016

6 mechs in the south and 3 mechs to the northeast.

Any fast jumpers, or slower ones closer by in the south might want to join the Galleon hunt.

Sparq
Feb 10, 2014

If you're using an AC/20, you only need to hit the target once. If the target's still standing, you oughta be somewhere else anyway.

Gun Jam posted:

-2 level water - I don't think you can't jump out.

I'm confused by the double negative

Gun Jam
Apr 11, 2015

Sparq posted:

I'm confused by the double negative
My mistake. Can't jump out.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Well poo poo, I was going to do a review of SPAs on my Patreon but Patreon doesn't allow inline images. :psyduck:

PoptartsNinja fucked around with this message at 21:24 on May 25, 2017

Sparq
Feb 10, 2014

If you're using an AC/20, you only need to hit the target once. If the target's still standing, you oughta be somewhere else anyway.

Gun Jam posted:

My mistake. Can't jump out.

Darn. It was going to be fun! Back to the drawing board.

Thanks anyways!

Mekilljoy, will you focus the Lao Hu? If you do I'll attack with you using the Hunchie while I set up the watchman

Edit: I'll put the watchman at 1816 so there is an area of denial. Don't worry guys DFA is still on the table!@11

Sparq fucked around with this message at 21:42 on May 25, 2017

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Alright, I couldn't do this the way I wanted, but here's my review of the 1 Point SPAs.

And here's my rankings for them:

Forward Observer


Heavy Lifter


Hopper


Human TRO


Lucky (1 point)


Melee Specialist


Oblique Attacker / Oblique Artilleryman


Slugger


Stand Aside


Foot Cavalry (Infantry Only)


Urban Guerrilla (Infantry Only)




2, 3, and 4 point SPAs coming soon!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Here's the 2 point review!

2 point SPAs are your bread and butter, they're the most expensive SPAs a skill 4 pilot can take.

Animal Mimicry


Blood Stalker


Cluster Hitter


Cross-Country


Dodge


Dust-Off


Eagle's Eyes
(paid for) (free)

Environmental Specialist


Fist Fire


Ground Hugger


Hot Dog


Iron Will


Jumping Jack


Lucky (2 point)


Maneuvering Ace


Marksman


Melee Master


Multi-Tasker


Range Master (Medium)


Range Master (Long)


Sandblaster


Shaky Stick


Speed Demon


Street Fighter


Swordsman


Zweihander


Light Horseman (Infantry Only)


Heavy Horse (Infantry Only)

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Could have sworn that said Cluster Hitler.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
And the last one, for 3- and 4-point SPAs. 3 Point SPAs require a skill 3 pilot or better (or GM Fiat), while 4 point SPAs require a skill 2 pilot or better.

3 Point SPAs
Antagonizer



Combat Intuition


Demoralizer


Golden Goose


Lucky (3 point)


Natural Grace


Sniper
(paid for) (free)

Tactical Genius
(paid for) (free)

Terrain Master (Drag Racer)


Terrain Master (Forest Ranger)


Terrain Master (Frogman)


Terrain Master (Mountaineer)


Terrain Master (Nightwalker)


Terrain Master (Swamp Beast)


Weapon Specialist




4 point SPAs
Lucky (4 point)



Ride the Wash


Sharpshooter




So what's the worst SPA in the game? Sharpshooter.


Edit:

Zaodai posted:

Could have sworn that said Cluster Hitler.

Cluster Hitler would be an improvement provided you need to commit war crimes. Sandblaster costs the same as Cluster Hitter and does the same job better. They do stack, but then you're looking at skill 3 pilots minimum.

As an amusing intellectual exercise, an Osteon Prime can one-shot an Atlas in Melee with a combination of Sandblaster (+2 short-range damage), Street Fighter (add all short-range damage to melee at a penalty to-hit), and Melee Master (melee damage = size*1.5). The Osteon's base short range damage is 10, and Sandblaster explicitly boosts the damage of IATMs (so at short range that'd become a 12) while Melee Master pushes the Osteon's base melee damage up to 6 for a combined total of 18 damage.

You'd need a 2 skill pilot to do this and at that point the Osteon would cost 148 points on its own.

The Turkina Z can do the same thing with a 4-skill pilot and Street Fighter (91 points), or a 3 skill pilot can do so with a regular short range attack if they have both Sandblaster and Cluster Hitter (127 points).



Society tech is bullshit

PoptartsNinja fucked around with this message at 23:26 on May 25, 2017

Gun Jam
Apr 11, 2015
1. Re - Slugger - is it even cheaper than just getting MEL, or it's just plain inferior? Aside from the mental image of putting it on a Locust, that is?
2. The abilities you can get for free from your lance and didn't get better pricing for it - even when free, same worth?

PoptartsNinja posted:

Society tech is bullshit

Ah, power creep. Where would we be without you.

CourValant
Feb 25, 2016

Do You Remember Love?

PoptartsNinja posted:

Society tech is bullshit

I'm getting a headache trying to reconcile my CBT knowledge base and all this new-fangled Alpha Strike stuff.

Society tech was bad enough in the 'normal' game; Septs?!? Really?!?

And its a bad headache too.

Xotl
May 28, 2001

Be seeing you.
PTN: you should check out the ASC errata. It's been out for a year, but my taking an eternity with the PV revision caused it never to be formally released (i.e. put up on the main website). It's obviously too late for this round, but it does rewrite a bunch of the SPAs to make them more or less powerful as needed. It will finally be out officially on 6 June.

I'd link you to the official forums, but they're down right now, so here's a link to my copy of it.

https://www.dropbox.com/s/4npse1sbm275w9k/Alpha%20Strike%20Companion%20v1.2%20PRE.pdf?dl=0

Basically everything but some of the PV-related stuff is set in stone.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Gun Jam posted:

1. Re - Slugger - is it even cheaper than just getting MEL, or it's just plain inferior? Aside from the mental image of putting it on a Locust, that is?

It's hard to estimate, but since there are much better melee SPAs I can't recommend slugger since it's just +1 melee damage with an extra step. Even a light `Mech can just take Melee Master to get +1 melee damage for "free."

quote:

2. The abilities you can get for free from your lance and didn't get better pricing for it - even when free, same worth?

Depends on the ability, Marksman is bad no matter where you get it, but for Assault Lances I prefer Multi-Tasker to Demoralizer. Demoralizer helps protect against light backstabbers, Multi-Tasker lets you avoid over-killing things. It really depends on what you're fielding but as a general rule higher point values are better when you can get them free.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


PoptartsNinja posted:

Cluster Hitler would be an improvement provided you need to commit war crimes.

:allears:

Then I look forward to seeing Cappellan units with Cluster Hitler on their scorecards in the future.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Gun Jam posted:

Ah, power creep. Where would we be without you.

To be fair, there's only been three instances of real power creep in BattleTech: TRO:2750, the introduction of Clantech and the Society garbage. We spent 20 years without there being a gameplay reason to use stuff besides the cER PPC, cLRM, cERML and CLPL.

MJ12
Apr 8, 2009

Defiance Industries posted:

To be fair, there's only been three instances of real power creep in BattleTech: TRO:2750, the introduction of Clantech and the Society garbage. We spent 20 years without there being a gameplay reason to use stuff besides the cER PPC, cLRM, cERML and CLPL.

The Society stuff is soft-balanced by the fact that you'd be using it on Society mechs with Society pilots, which means you're taking 4/5s up against 3/4s and 2/3s.

I mean, in a vacuum, iATMs are horrible cheese but in terms of power creep they aren't so bad because you only get access to them as one faction with a rather limited selection of combatants and a lot of weaknesses.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


MJ12 posted:

The Society stuff is soft-balanced by the fact that you'd be using it on Society mechs with Society pilots, which means you're taking 4/5s up against 3/4s and 2/3s.

I mean, in a vacuum, iATMs are horrible cheese but in terms of power creep they aren't so bad because you only get access to them as one faction with a rather limited selection of combatants and a lot of weaknesses.

BattleTech has often had the problem of assuming players will role-play away the game's balance problems. Clantech was supposed to be balanced by players sticking to a strict dueling code, the last part of battles were supposed to be trimmed up by players withdrawing to preserve their rare, expensive mechs instead of fighting to the death with their head-mounted small laser as they shoot each other apart, and the Society is supposed to have worse pilots and only fight in one very specific time frame.

The only time they've really done a good job of balancing bullshit is the Manei Domini pilot advantages, which they intentionally gave a BV bonus disproportionate to their actual battlefield utility so that they're only practical for campaign play.

Defiance Industries fucked around with this message at 04:40 on May 26, 2017

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

MJ12 posted:

The Society stuff is soft-balanced by the fact that you'd be using it on Society mechs with Society pilots, which means you're taking 4/5s up against 3/4s and 2/3s.

Oh you sweet summer child. That never happens.

Seriously, you should've seen this game before they introduced BV.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
All these numbers just confuse me and .and me accept I will never play a proper game of BT.

Synthbuttrange
May 6, 2007

PoptartsNinja posted:


Cluster Hitler would be an improvement provided you need to commit war crimes.



Been playing a lot of Brigador and the game is pretty much Battletech meets lots and lots of warcrimes.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Synthbuttrange posted:



Been playing a lot of Brigador and the game is pretty much Battletech meets lots and lots of warcrimes.

So it's pretty much battletech?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Wafflecopper posted:

So it's pretty much battletech?

It's very BattleTech.

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Synthbuttrange
May 6, 2007

Thats true for the lore and stuff! The games dont usually play up that aspect though. :v:

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