A secret I learned: When in partial cover, expose your side arc. Why? When shooting at a mech in the front arc in partial cover, the legs hit impact the cover, which will happen on 20% of the rolls (1 in 5). But shooting into the side arc, leg hits occur on 25% on the rolls (1 in 4.) By exposing your side arc in partial cover, a statistical anomaly occurs that makes fire hit the ground in front of the mech and not the mech itself. Go ahead and check my math.
I realize that you said that there's a lot more to talk about here, but I think you should have included one more: choosing your facing to set up your next turn's movement. This is super important for non-jumping units, as a move that puts you in a good firing position on this turn, but leaves you bogged down in terrain the next turn might not be your best move, and is a really important consideration during your movement phase.
A very important topic to have covered KUDOS . I don't think I have ever seen anyone cover this is this much detail. I guess they just like to have an edge over their competitors .
That temptation to just face your opponent head-on is tough to control, because most of the time it's fine! But that 10% of situations where it really matters... Whoof.
A brief mention of battlemechs whose arms flip into the rear arc and rear facing weapons woyld be great. Plus a video on how to run away while protecting a side from crit seeking weapons would be good too. Thanks for these informative lessons.
@@robertbyerlay5040 it's still not worth giving your back in 99% of cases. As for what mechs can shoot with both arms into rear arc its simple: Both arms must be missing lower actuators. Cant have a lower in either arm.
One of the most common things I see people not play correctly is PSR modifiers stacking within same phase IE: Your pilot skill 4, you take 20 dmg and lose a hip. That isn't two rolls at +1 and then+2 or +3 on the second. Its two rolls at +3. But some of le old lads around where I play don't understand that for some reason.
I believe there is a hex (below and to either side of the hex just behind a mech) where the opposite arm cannot reach, even with a torso twist - unless it can arm flip. While the defender gets to choose which arc you are attacking them from (side or rear) since those hexes lie on the dividing line, this blind spot can make the difference in certain matchups. You may not be able to get into position for a melee attack to the rear, but to shoot without being shot back is a gift. This might be most instructive for light mech duels, where a mech might have a primary weapon in one arm and nothing in the other. (And if I've missed something and this isn't how it works, please correct me.)
thats in the first strike book. you can't reach the hexes where the arrows for the rear ark points in when you don't have a weapon in the arm on this side
Some mechs actually have a surprising amount of rear armor (looking at you, Awesome). There have been situations where I have given my opponent a shot at my rear on purpose befuase my right and left torso have been opened and I either had XL slots or ammo in them. If it buys me a turn or two it can be worth it.
The Komodo example where the Kintato hadn't already moved is a classic blunder.
A secret I learned: When in partial cover, expose your side arc. Why? When shooting at a mech in the front arc in partial cover, the legs hit impact the cover, which will happen on 20% of the rolls (1 in 5). But shooting into the side arc, leg hits occur on 25% on the rolls (1 in 4.) By exposing your side arc in partial cover, a statistical anomaly occurs that makes fire hit the ground in front of the mech and not the mech itself. Go ahead and check my math.
@@Xenophon_Xanthippus Amazing!
I realize that you said that there's a lot more to talk about here, but I think you should have included one more: choosing your facing to set up your next turn's movement. This is super important for non-jumping units, as a move that puts you in a good firing position on this turn, but leaves you bogged down in terrain the next turn might not be your best move, and is a really important consideration during your movement phase.
A very important topic to have covered KUDOS . I don't think I have ever seen anyone cover this is this much detail. I guess they just like to have an edge over their competitors .
That temptation to just face your opponent head-on is tough to control, because most of the time it's fine! But that 10% of situations where it really matters... Whoof.
Thanks for the insights.
Great vid!
A brief mention of battlemechs whose arms flip into the rear arc and rear facing weapons woyld be great. Plus a video on how to run away while protecting a side from crit seeking weapons would be good too. Thanks for these informative lessons.
@@robertbyerlay5040 it's still not worth giving your back in 99% of cases. As for what mechs can shoot with both arms into rear arc its simple: Both arms must be missing lower actuators. Cant have a lower in either arm.
@@HammerFell-agreed. Also, you the same HammerFell I played against last night in MWO Comp? Good matches if so!
@@AlexDenton0451 i am indeed, 228 represent
@@HammerFell- hell yeah! I'm on FJRD Fenrir myself. You take it easy!
One of the most common things I see people not play correctly is PSR modifiers stacking within same phase IE: Your pilot skill 4, you take 20 dmg and lose a hip.
That isn't two rolls at +1 and then+2 or +3 on the second. Its two rolls at +3. But some of le old lads around where I play don't understand that for some reason.
@@HammerFell- Ah yes, it's all supposed to happen "simultaneously"
@@TrailblazerBT but of course, because logically these shots across varying distances at varying velocities would occur simultaneously
I believe there is a hex (below and to either side of the hex just behind a mech) where the opposite arm cannot reach, even with a torso twist - unless it can arm flip. While the defender gets to choose which arc you are attacking them from (side or rear) since those hexes lie on the dividing line, this blind spot can make the difference in certain matchups. You may not be able to get into position for a melee attack to the rear, but to shoot without being shot back is a gift. This might be most instructive for light mech duels, where a mech might have a primary weapon in one arm and nothing in the other. (And if I've missed something and this isn't how it works, please correct me.)
thats in the first strike book. you can't reach the hexes where the arrows for the rear ark points in when you don't have a weapon in the arm on this side
Some mechs actually have a surprising amount of rear armor (looking at you, Awesome). There have been situations where I have given my opponent a shot at my rear on purpose befuase my right and left torso have been opened and I either had XL slots or ammo in them. If it buys me a turn or two it can be worth it.
@@KerenskyTheRed Can happen late in the game even to ordinary mechs!
I don't think this is a correct rear arc.
Do you mean the firing arcs diagram?
@@jotarofatso5743 Right, the targeted player gets to choose for the border hexes on the hitting arcs, but not the firing arcs