Showing posts with label Battletech. Show all posts
Showing posts with label Battletech. Show all posts

Tuesday, October 28, 2014

Battletech Lance Packs on Pre-Order

From the Catalyst Labs website
"We’ve been working towards this for a long time, and it is finally here!!!! Below is the sell sheet of complete details and release months for all 8 BattleTech Lance Packs. (All of them are in the warehouse, so no production issues can leap in the way of a great six months of releases.)"

Perfect for playing Alpha Strike. I really like that they're coming out with these. 

Link to catalyst
http://bg.battletech.com/news/news-and-announcements/lance-pack-release-schedule-preorder-first-two-now/

Monday, June 30, 2014

Alpha Strike Companion Available

It's available for preorder - go check it out. The PDF and Hardcopy combo are $49.99. The PDF alone is $15. I think I would want both in this case. As I've said in earlier posts, it appears this will be a nice way to had some layers and chrome to your quick playing Battletech Alpha Strike games.


You can access information and purchase links on the Catalyst Game Labs Battletech blog on the Alpha Strike Companion.


http://bg.battletech.com/?p=5621&utm_source=rss&utm_medium=rss&utm_campaign=alpha-strike-companion-pdfprint-preorder-and-other-pdf-available

Thursday, June 26, 2014

Alpha Strike Table of Contents

Randall just posted the table of contents for the upcoming Alpha Strike Companion book. It appears to add some nice features and allows the game to expand a bit. With points conversion rules you rivet heads will get To make your own mechs.

I like the additional movement and campaign rules. 

http://bg.battletech.com/?p=5611&utm_source=rss&utm_medium=rss&utm_campaign=alpha-strike-companion-table-of-contents


Tuesday, June 3, 2014

More Details on Alpha Strike Plastic Lance Packs

Randall's posted more info on the cards ad plastic lance packs.

8 double sided cards means 16 different mech cards. Interesting critical hit boxes have been added. In addition, it appears they've been adjusted to the new point values.



I'm sticking with my previous post prediction - these will sell out. 

I told my son, $20 for 4 and he said, "$5 a miniature!?"
I said, "IWM are $15 and you have to assemble them. And you get 8 cards."

Look at me, arguing with my 13 year old that my toys are worth it. 

Hmmm, maybe I need to take a look in the mirror. ; )

I'm sure there will be more to come.

Monday, June 2, 2014

Plastic Lance Packs for Battletech!


Man, the new releases keep a coming.

Very cool - plastic lance packs for Battletech - $19.99 each. They begin releasing this summer and follow every couple months with a new set. 


Also come with 8 Alpha Strike cards!


These will sell out immediately.




http://bg.battletech.com/?p=5585&utm_source=rss&utm_medium=rss&utm_campaign=introductory-box-set-reprint-lance-packs

Sunday, October 6, 2013

New Battletech Fiction

Image from Amazon - purchase the book here from Amazon. 
You can also get it from Drive Thru RPG and BattleCorps.

This is a collection of stories that were written around actual campaign game results from around the country.  The outcomes of the games determined the story arc.  That's pretty cool.

Tuesday, September 10, 2013

Battletech Master Unit list is Alpha Strike Updated

Title says it all. 

You can find just about any mech that's been published in the books on the MUL (Master Unit List.)


You can find the MUL here:
http://masterunitlist.info/



Sunday, September 8, 2013

Alpha Strike with Hexes - Guest AAR



Savage Coyote from the Battletech forums has given me permission to post his recent AAR using hexes and Alpha Strike.  After his post, there's some very good discussion around his game and Alpha Strike tactics, etc. Go check it out for more discussion and more pictures. He makes references to pictures, so go check 'em out.


So my group (DFW Mechwarriors Guild of Arlington TX) just wrapped up an Alpha Strike game.  I took pictures with my phone so they aren't all that great, though I was able to bring my Alpha Strike company I painted for the book and had cards on hand thanks to Charlie Tango's amazing ninja job at GenCon.  so... the forces:

Roughly 160 point limit.  Two Teams

Team One:  Inner Sphere
Alpha Strike Marik company
Alpha Strike Lyran company
Davion force with a Devestator, Pillager, some BattleMaster variant, and a 5J Grasshopper along with two ziblers, two sorteks, two grenadier points, two gun trailers, and two artillery pieces of some sort.

Team Two:  The Clans
Clan Hells Horses (maybe) from the 3070's:  Dire Wolf D, Mad Dog D, Warhawk unknown, Gargoyle E, royal Thug, four points of elementals Clan WiE: Dire Wolf Widowmaker, Hellstar, Pack Hunter, Wolfhound IIc, 2x Timber Wolf A's, elemental point.
Ghost Bear Klondike company: (most are royal or star league variants) Atlas II, Orion, Guillotine, Marauder, Vulcan, Wolverine II, Shadow Hawk, Assassin, Hunchback, Black Knight, Rifleman II, Panther

Anyway, we played several turns (probably two or three) before I remembered to start with the pictures.  In a nut shell, the WiE and Bears deployed in each other's midsts while the Lyrans (me) deployed closest, the Davions in our corner, and Mariks on the opposite map edge.  I quickly decieded to put my Pursuit and Cavalry lances (minus the Hollander who went up stairs to the Tower of Doom) in the woods to form a road block until we could get organized.  My assault lance and hollander discouraged any backstabing adventurisim on the Bear/WiE's part.

You can see on the far left the Mariks making it to the edge of the mountain range and start engaging the horses, while the Davions slowly catch up to my position.  The Horses take up position in the trees, engaging in My Little Pony tree hugging antics while sending out long and medium range fire into the Mariks, which starts to take it's toll.  His elementals were also surprisingly effective.  In this turn, I introduce the Bear Guillotine to five or six of my faster medium and light 'mechs, and it dies.

So after the Guillotine goes down, the WiE assaults move up.  The Hellstar catches some love from my assault lance and from some of my line holders and I believe I managed to get a weapons hit on him.  The Mariks and Horses trade more shots with the Mariks coming up on the short end of the stick IIRC.  Other than that, we pretty much wiffed with most of the TH numbers needing 8+ across the board.  The WiE Pack Hunter and Wolfhound IIc start to pile up the damage on my Stalker though as only the Zeus landed a hit right before the files started to strip all of the armor off of the pack hunter.

Okay, in my area, the Bears Orion moves up, as does the Hellstar.  The Davion player and I decide to try and humiliate the Hellstar for the final kill (it needed two damage to internals to kill it.)  His Zibler's get to fire first, both connect, and each does a point.  My Vulcan wasn't needed after all!  The rest of the forward unit fires on the Orion, taking it to one internal with the Zeus or Banshee finishing it off with extreme overkill.  Other that, our flank was quiet as most of the shots from the Bears/Wie missed (my Falconer took the final fury of the Hellstar, stripping it's six armor off.)  Mariks and Horses keep playing tag... Davions are starting to creep up to reinforce my line.  I believe i lost my Bushwacker this turn, though he'd passed out at least six damage throughout the game.

My Stalker has drifted back to partial cover as the two clan lights have gotten it to two internals.  The rest of my force minus the Falconer are doing well enough.  The Atlas II moves up to the spot that the Guillotine died and the Hellstar received most of it's punishment, misses it's shot, and all but the Hollander fire on the Atlas, killing it.  From pristine to the Zeus overkilling for the finish.  The return fire wasn't too bad for me, though the Mariks are starting to enact our on-the-fly plan and start to move over towards us while the Horses let the elementals "rush" forward while they hug the trees and engage at medium and long range.

Now, I missed a turn... fuzzy, but the Bear Vulcan jumps behind the Falconer, who pivots to avoid backstrikes, but takes a crit hit from the Vulcan who rolls a 12, killing him anyway.  The Falconer finishes off the Rifleman Iic, while the Banshee curb stomps the Bear Vulcan.  The Stalker takes a medium range hit from the Wolfhound Iic and dies, while the Mariks keep littering their advance with a military hardware... but... it's almost time for them and the Davions to charge over the hill.  Notice as a good Steiner I'm letting someone else do my dirty work for me? 

So the Marik/Davions charge (why does that sound like a bad Isis joke?) into the teeth of the WiE and Bear units, with horse elementals getting into the mix on the far right flank.  My Assault lance + Hollander fire on the Horse Gargoyle taking it to two internals, while my line of fast picket 'mechs is missed a lot and dumps a lot of fire into the Bear Shadow Hawk, doing several crits to it but not killing it.  The Bear/WiE attention is suddenly not on me for the first time of the day, so it's time to show them what true Steiner's are made out of.

I unlesh my little guys, with the Commando, Vulcan with a rear shot, and Battle Hawk knocking all of the armor off of the Dire Wolf Widowmaker.  My Nightsky attempted a 7 damage DFA but missed while the Dire Wolf ignored everyone, wasting the Marik Orion.  My Salamander or Hollander finished off the Gargoyle at long range and I lost my Vulcan to a Timber Wolf A (an unholy terror of terrifying damage, speed, and heat proportions!)  I'm starting to forget exactly what happened, but the best line of the day for me anyway was Atlas3060 telling me he'd told the WiE player to get ready, because "he's going to do all the sneaky, jumpy, bastard stuff and jump all over the map."  They were surprised I didn't, but then it's Alpha Strike!  A lot of other stuff just disappeared this turn as you can see in the next photo... stuff just started to drop.

My Battle Hawk and Commando stick with the Widowmaker and finish it off, but the Widowmaker nukes the 'Hawk and the Bear Hunchback puts down the Commando (or maybe it was a TWolf A? I can't remember...) and my Nightsky is dropped by the Wolverine II.  So in one turn my highly dangerous mobile unit is gone.  My assault launce did uh, well, i don't remember, but we were quickly running out of Mariks, though the ones left were tough and hard to hit.  The Davions were mixing it up and the Devestator was just getting to the party in time.  The Horses Dire Wolf is plain mean and was going on a killing spree as well.

Last photo, sorry it's blurry.  This turn, my assault lance focused on the Twolf A that was out in the open, taking it down to three internals while the Devestator killed it with a 7 damage shot.  My Zeus was taken down to one internal, while the remaining Mariks killed the Mad Dog and Warhawk for the Horses.  Davion lost his Grasshopper down at the bottom and thats about all I remember.  We called it after that.

Thoughts:  I held the line with my picket forces backed up by my Assault lance.  It created a no go zone of death that killed everything that came in front of it save for the Bears picket units.  We just couldn't hit each other.  This allowed my team to mass, strike, and then pour into the enemy.  We won by at least 40 points (we added up our remaining point values to determine a winner) though I feel it was still anyones game, as the TWolf A is a killer at all ranges and that Dire Wolf D still had some life in it.  My Banshee, Salamander, and Hollander were still fine, but who knows.  I was very lucky as the WiE player and Bear player missed a lot of 7's and 8's that I managed to hit to drop their units while mine were a pain to uproot.  It was also awesome to field my company with the AS cards compared some of the more "tailored" forces that were brought.

The Davion artilliary didn't do much but miss all game so I can't say much about that.  We all had 3 pilots to speed it up a little... I think it was pretty successful and numbers do win out in the end, though the Clanners can at times really scare you when they dump 7 or 8 damage into something and make it disappear (like my Pursuit and Cavalry lances!)

Thursday, September 5, 2013

IronWind Metals Exclusive Online Packs for Alpha Strike Announced

Very cool news out of Ironwind Metals, the crew that makes the minis for Catalyst Game Labs Battletech line.  They are creating packs based on the armies in the Alpha Strike book.
From the IronWind site.
I think this is the way to go.  "All" miniature games out there have some kind of starter pack to help get people started.  While these aren't officially starter packs, they will help people place orders for minis...considering there's really one consistent place to buy them.  I know there are stores that carry the minis, Game Nite here in St Louis and Games Plus in Chicago being just two.  However, knowing if they have whats in the book is something else.  There are so many models, there's no way a store could carry enough inventory.
From the Ironwind site.

I was also reading that some of the models shown in the book aren't still available through IW anymore. That's a bummer.

Anyway, here's Ironwind's announcement.


To help support Alpha Strike release geared towards the Clan Invasion ERA, we have put theERA Report 3052 and ERA Report 3062 Online Exclusive Mech Packs back up for sale in the webstore.
Coming in the future are some Online Exclusive Mech packs based on the Force Lists in the Alpha Strike Rulebook.
 The pack pictured is from the ERA Report 3062 sets. It is Clan Jade Falcon Heavy/Assault Star [MP-038].  For $55.16, it includes the following mechs:
20-768 Night Gyr
BT-011 Thor B
20-233 Warhammer IIC
20-605RE Masakari
20-759 Turkina

Remember, clans operate in "Stars" with 5 mechs each.  Whereas Inner Sphere operates in Lances with 4 mechs each.

I'm not saying it's not worth the money. But $55.16 for 5 mechs...this is one reason I've been putting off buying some.  I've never built something like these and it will cost $150-200 just to get a binary/company, for each side. Will have to save up for these.

Tuesday, August 27, 2013

Alpha Strike AAR with Klat and clansittingducks Part 2 and Thoughts on the Game

Thank you again Klat and clansittingducks for the permission to reprint their forum battle report of Alpha Strike here on the blog.  Also, you go to the Battletech forums to see all the pics.

The first will be clansittingducks perspective:
After a week we picked up where we left off, and wow talk about a brutal face fisting.

So we begin with maneuvering our forces, Klats luck with the dice on init did not bode well for him for the rest of this game.

I run my bulldogs and remaining Tokegawa's through the city into the mesa maze forcing Klats lance to deal with the tanks, or get shot up while focusing on my mechs, he went for the tanks and ... well it was bloody.

Our first turn of shooting left a lasting impression as the damaged mechs began to fall like flies. Two of my bulldogs were destroyed with the remaining two left to cause enough of a headache.
 
The grand scrum in the mesa maze began in earnest and holy crap this turned into a scrap yard within two turns of shooting. 

My poor marauder got knocked out on the first turn of shooting and died standing. Klats mechs in the mesa converged upon the Flankers while his commander in his Marauder II jumped into the thick of the fighting

The Tokegawa's began their breakthrough and ended up with a single Thunderbolt 10-M to impede their progress, the Bulldogs however were unable to shake off Klats forces and resigned themselves to at least slow down the lance to allow the rest of the tanks to get to the mesa. My scout lance ran to support the Tanks after his Heliopolis (AKA Grappa) was killed by my Raven in his rear arc. The Grappa missed with its direct artillery fire but it drifted into my commando and Cicada, nearly destroying them both.

 The grand scrum in the mesa began to take its toll, Klats commander was flanked by my commander in his AS7-D (yes I flanked somebody with an Atlas) yet lost my Longbow to the 10-behind it, one of my Bulldogs was killed with the other surviving yet again to harass another turn.

Klat fought on despite the loss of his commander and a majority of his mechs by the third turn of shooting and kicked the last Bulldog killing it, my scout lance approached with the rest of my forces turning towards the final two mechs on the board. The locust killed the Defiance, but in turn got blasted to scrap by the same mech, the penny was wiped out by focused fire from the three remaining Tokegawa's.

All in all that was a rather brutal 4 turns of shooting. Within the first two turns we gave it as good as we could, and so did Klat. But he was still out numbered, those Tokegawa's and Bulldogs were the star players of this game as they managed to tie up everything they encountered, preventing Klat from sweeping in from behind my mechs. His Marauder II really held its own for the entire game, but attrition brought it down, all in all it was a blast and I cant wait for our next game.
Destruction City

The big thing tho is if you want solid mechs 3025 is the way to go. at Skill 4 your not going to hit often, but you will out number the Op-For if they run newer generation stuff. Take a few cavalry lances as they will serve you well if you use them properly, and the big thing is tanks are not there just to die. They can hold a line fairly well and dish it out in return. At 6 points each the Bulldogs were more than able to survive a few turns of shooting, but the Tokegawa's are twice as armored and do a little more damage at 7 points each. Those numbers are not to be laughed at and I plan on taking these guys whenever I can get a chance to.
 And now Klat's perspective:
Having come back to the game my initiative rolls were miserable. Faced with an overheated BLR-4S that couldn't hit the broadside of a barn and what was turning into a dog pile nearby I elected to have the BattleMaster melee with the Hatchetman while my Marauder II maintained the high ground. Most units went for a badly weakened Marauder in the hopes of lessening the OpFor's numbers once the unavoidable scrum started.

This poor BattleMaster failed to do any worthwhile damage before dying to a Hatchetman

The next turn an entire Lance of 'Mechs got hung-up on a group of Bulldog tanks that they simply could not kill fast enough. A Penthesilea, Defiance, Black Knight and Rifleman all tried and failed to wipeout the Lance of Bulldogs while getting themselves hit from behind by a collection of light 'Mechs. The Helepolis managed to do some damage to the light 'Mechs but found itself outmaneuvered...

Thanks to its TAG the Raven called fire in from multiple 'Mechs sporting semi-guided munitions and the Helepolis died an ignoble death to counterbattery fire.

The scrum in the mesa went poorly for me; a Verfolger died in melee with a Banshee after taking fire and the Hatchetman hacked my BattleMaster to pieces.
 
With the forces in the mesa area taking a severe beating I decided that it was time for my MAD-4S to jump in and assist. Without realizing it I jumped in behind the Banshee and exposed my back arc to the AS7-D

My forces fell quickly to the close range onslaught brought forth by the OpFor's ancient machines. The die cast I found myself with only a Lance left to fight an increasingly bold enemy. My decision to fight on served only to delay the inevitable

The older 'Mechs are, simple put a better buy in AS. The AS7-D costs 19 points and demonstrated itself aptly against the 26 point MAD-4S. While my force went for quality units the OpFor demonstrated that quantity does indeed have a quality all it's own.

Klat's thoughts on Alpha Strike:

Numbers are a very big deal in AS. As an example my MAD-4S had a heck of a time dealing with an AS7-D despite costing significantly more points; which in turn meant I got flanked easily as my opponent could field more units. Being outnumbered means you don't get many back shots but almost always have something behind you. That, combined with the AS7-D stats meant that the only real advantage my MAD-4S has was higher defense. As long range shots don't hit often anyway I was not in a good position when Atlas and friends came after me.

That being said my rolls were garbage the whole game; I loaded TC in everything with an SRM special and got nowhere with it, my Helepolis shot like he was drunk and my BattleMaster could not even score a hit at close range. Whenfielding a quality over quantity army every shot has to count, quantity armies have the advantage of multiple rolls if not the best damage.

Klat on a question of how long a game may take:
The two big delays came from making cards and having to lookup the rules for direct fire arty. I need to keep a copy of the critical tables nearby as well since having to flip through the book took time too. Without those delays and cigarette breaks\fending off the local feline overlord I'd say the game will take a total of two hours.

Klat on arty:
Besides being really hard to hit anything the scatter made for some hair-raising moments. In my hands arty is a clunky dangerous beast, with support from spotters with TAG and probes it could be devastatingly effective. The rules work but do cause delays once scatter occurs; direct fire has a great deal of difficulty hitting. I'd say I'm very happy with all the rules, including artillery thus far.
 clansittingducks opinion of the game:
I like it to be honest. We were amazed at how fast it played. Our first time playing Alpha Strike, we sat there stunned after turn one.

Numbers in this game are a big deal, cheap units are useful in this game set as while sure the Op-For will have clan tech and skill 3 pilots, you can swarm them fairly easily and just unload upon them. Try a cavalry company vs a heavy/assault company and have fun!

To be honest its nice to try to figure out how to replay this game, tactics in the regular game can work in Alpha Strike; but it still forces you to change up your thinking on the play aspect.
Klat's follow up to csd's comment:
^ This; light fast jump capable units are scary hard to hit and can maneuver into your back arc in quick brutal fashion. I fear the day 'ducks puts a Dola on the table as can backstab very effectively. That the Dola can also ruin your ability to use C3 and call accurate arty is just scary. I'm going to field an 8S Uziel in my Lyran Regulars soon just because it's so bloody hard to hit and can go where it likes. Speed can be armor in AS.
 clansittingducks sums it up well for me, though I've not played this big of a battle yet:
Im glad Alpha Strike came out, its doing somthing good for Battletech, faster play style and the ability to quickly do big battles. Its kinda awesome seeing 40 some odd mechs on the table and not have it take a few weekends to finish
 I hope to see more from these guys and hopefully i can keep posting them here. They do a very thorough job of covering the game and have some good thoughts on it.

Monday, August 26, 2013

Alpha Strike Charts and Book Date

They're coming out with heavy card stock tables like they have their other sets.

In addition, they announced their book would be released October 9th...blast, now I really wish I would've told my friend to pick it up at GenCon. 


And they don't have a way of pasting hyperlinks in the Blogger app.

Help Wanted New Battletech Line Developer



Contact Randall over at Catalyst Game labs if you'd like to help develop and determine the future of Battletech. 

http://bg.battletech.com/?p=5196&utm_source=rss&utm_medium=rss&utm_campaign=a-changing-of-the-battletech-development-guard

Alpha Strike AAR with Klat and clansittingducks

With Klat's and clansittingducks' permission, I'm posting an AAR battle report he posted on the Battletech forums. I'll link a couple photos with the story, but you can also see all the photos on the Battleteh forums here.

Thank you Klat (actually, i need to ask clansittingducks as well...i just realized this first one is his post.):

Klat and I got our second Alpha Strike game in today. Had to put the game on hold right as it started to get interesting, all our figures were left where they were for when we continue it later this weekend hopefully. Onwards to the report!

Points limit was set at 222. Special Munitions authorized and the location was longside 4x4 area. Fight took place in a small city with a mesa maze off to the side.

Klat fielding his Battlecorp forces (3 lances worth of mechs with his commander in his Marauder at Skill 3. Everybody else on his force was skill 4.)
I'm ignoring the hand prints - they scare me just a bit!
My personal merc company the Mclarens Flankers showed up 4 lances strong of mechs, with two lances of tanks for support. Commander was located in my AS7-D. The entire command lance was given precision munitions as they had the highest concentration of autocannons.

Turn one was spent maneuvering our various forces, no serious shooting took place. Turn two resulted in ineffective fire from both sides. However on a lark and in order to try our hand at direct fire/indirect fire from arty, Klat lobbed death at my locust and missed, the shot however drifted into my spider and nearly killed it, causing a critical hit ammo explosions. Thank god for the ENE special ability.
Turn four my command lance began to maneuver towards klats forces while my fire support lance provided cover fire... hitting several counties over. My scout lance began towards the objectives I had set out for them and poured fire into a few of klats mechs to little effect. With my wild card lance attempting to call down indirect fire yet screwing that up.... such shame. Klats forces had about as much effect as mine did, however he did score a nasty weapon hit on my sentinel reducing it to a punching machine. A turn later the same thing happened to my own marauder.

Turn six began with some nasty fire via klat and myself... he managed to rip the lead tokagawa tank apart and kill it while his kochei was killed by the bulldogs at the lead of the konga line of death. the Bulldogs raced ahead to begin their assault while the tokegawa's took a detour.

By this point our time was running short so we opted to call last turn for the day. By the end of it, one dead Kochei and one dead Tokegawa. Several mangled but still threatening mechs remained in the fight. When we pick this game back up we should have a fun fight.

One thing that helps immensely is to use glass bead counters for tracking what mechs have moved, when you are done moving go in reverse and remove them as you shoot. 

We noticed that 3025 era stuff is very viable and cheap compared to newer generation stuff. I had one mech that had case, and a Raven on the table for new tech stuff. This gave me a grand total of three lances more than what Klat could field after I added up all my mechs, granted his stuff has plenty of options, but once you crack them open, they will fall apart rather quickly. I think I will need to add about 30 or so Savannah masters to my army list. At 2 points a vehicle it should be entertaining.
Real People play Alpha Strike - Klat I believe

Should have this done by at the latest monday. After this game is wrapped up I think we are going to go for VTOL's and Aerospace fighters next.
Thanks guys for the permission, part 2 will come tomorrow.  Also, just because it may get asked, the buildings are Game Craft models.

Sunday, August 25, 2013

Alpha Strike AAR Game 1 - You'll always remember the first time

First, welcome new subscribers - Fred Richards, brathac, Vladdd309, Ferb (good blog), Andrew Saunders, Paul Waechter, and Sean.  Go click on the avatars above to see the other blogs they follow and if they have one themselves.  I wish there was an easier way of keeping track of new subbers. So these may sometimes get repeated. However, I appreciate the time you all take to read and comment and sub.

Here's the set-up post for my first game of Alpha Strike.

Board at Setup
 I made a few tweaks in the map and objective.  Basically, there were two objectives, one was causing the enemy to lose, through destruction or crippling 50% of their forces. The other was by taking the center hill and holding it for two end phases. Or, in Alpha Strike terms, the objective needs to be occupied for successive end phases. 

First "blood" Jagermech inflicts damage on the Trebuchet
The crippling is part of the Forced Withdrawal rule that basically says once a unit gets to a certain level of damage it needs to high tail it for the home edge and get off the board. It can't deliberately shoot anything unless an enemy closes with it.  This is how the game ended.  The defenders had three units reach this crippling stage before the attackers did. Though it was close.  The attackers were only a few bubbles of damage from also having their third crippled. 

End of Turn 1
Both Panthers were crippled first for each side.  The defenders did successfully destroy the attacking Team Atlas's Grand Dragon.  It took possession of the hill objective and was subsequently blown to pieces. That was the only destroyed unit. It will cost 75 Warchest Points to replace.  The only problem, the next scenario or track is called "Breaksthrough" and it doesn't allow either side to refit or repair their equipment. Makes sense, but is not good for either side because I can't use the units that are very damaged because they already meet the critieria for Forced Withdrawal before the game begins.
End of turn 3 and last picture - watch the video for the whole thing
 Each track tells you how much of your force you can use in the next track.  I'm using their Battle Value (BV) to measure this. 

The cover of the forest really helped.  Future games need more cover.  Though, once in cover, things become tough to hit.  And it you're in the open, forget about it.

The video is kind of squirrelly(sp), but here it is:

Wednesday, August 21, 2013

Alpha Strike Unit Cards - Video Review

You've seen the blog review and now here's an in depth video review of the unit cards.



Also, I would like to thank SeanFitz, Sean, Paul Waechter, Andrew Saunders, Ferb (good blog btw), Vladdd309, and brathac for signing up to follow the blog.  Remember, you can always click on the avatars up top to see what other blogs they follow and if they have a blog of their own.

Tuesday, August 20, 2013

Battletech Alpha Strike Cards are Here

My friend, Jay, was kind enough to pick these up for me at GenCon.

I like them, though some of the bold fonts are tough to read and some of the models if you don't have enough light.

You can write on one side with dry erase to mark your damage. The front side is Matte finish. They seem to have the same thickness as normal playing cards.

I don't have these exact numbers down right but there are 79 cards for the mechs found in the Alpha Strike book, 10 with special pilots with special abilities (and higher battle values to reflect the improved pilot skill), and a card explaining the special abilities.

Special abilities include (I'll describe a couple of my favorites)
Demoralizer - every unit that comes within 6" of this unit must roll 2d6 - if the roll is 8 or less the unit is demoralized. This means movement is halved and suffer a -1 to hit modifier against the demoralizer. (Just noticed a possibly typo - this should probably be a +1 to hit.)
Sharpshooter
Fist Fire
Combat Intuition
Sniper
Blood Stalker - this character chooses an enemy and they get a -1 to hit on them. Any other enemies they target get a +2 to hit.
Multi-Tasker - able to attack two units in a turn - if hit each unit gets half of the possible damage