I appreciate how you help each other when determining if the an action goes for against someone's favor. In my humble opinion, a fair, honest game is the best game. And a game I do not mind losing. Plus I can learn more when the strategies are discussed openly post-game. It's almost as fun as playing on the same team and winning.
@NuSocTheKelDor Agreed. 100%. Sometimes that's what makes strategy so much fun; seeing some crazy plan either fail or succeeded brilliantly based off past experiences.
you both sound like youre having so much fun. you and jay's chemistry is real. Also I'm relieved to be not the only one who struggles translating the 2D map into its actual topology.
3D solution I've come to conclude is hero scape tiles. The community has generated all sorts of terrains and shapes. And you can build up a range like this, but not have to store it as huge chunks for exclusively this map!
Critical hits on weapons, heat sinks and equipment disables that weapon, heat sink or equipment. If the weapon or equipment has more than 1 critical hit slot, the first hit disables that weapon or equipment and the rest just soak up the damage. Ammo slot hits cause big boom.
What most folks don't realize that unlike a certain Jedi taking the high ground, pushing someone off the aforementioned high ground can be catastrophic, as well as entertaining when you can push someone off it....
100% agree with the weirdness of that Tukayyid map, I've played one game on it - my lance of Davion 'mechs vs a trio of Wolves and narrowly won it. but manoeuvring around the hills as we closed was weird and tracing line of sight was confusing at points.
Given how cold the mountains are there, the Griffin makes for a suitable walking sauna lol. Also, on the note of elevation, I jumped at the chance to reserve a box of heroscape I saw in my local board game cafe! Pretty excited to introduce actual 3D elevation in my games
Looking at this game, you could also create teams where each side has more than one player. Each teammate controls his individual mech. Almost as if you could establish a strategy, get an understanding of the terrain, and then establish who's going to be the tank, the sniper, and if possible, who's going to repair the Mac if it's damaged during combat. This is probably a thing but I don't know because I'm brand new to this. This game is very interesting to me and I'm surprised I never heard of it when I was a kid... Which was a long time ago.
I came in to talk about the PPC crit being ignored but seems people got it haha. Thanks for the report. I keep counters with the abbreviation of the weapon disabled to keep track. Thanks for the report.
Jay running his mech danger hot was aggressively Texan. Steel Warrior studios Hextech line and Thunderhead Studios both sell hex hill stls (and I'm pretty sure plenty of other do too).
Weapon hits and criticils are resolved at the end of the fire ;hase. Heat is done in the end phase. so that first engine hit takes place in the same turn and heats the mech up in the end phase..
Please correct me if I'm wrong, but I thought any critical hit to a weapon destroys it just like a critical hit to an ammo slot. Very good game. Move & choose which weapons to fire, the fun part of BattleTech. :)
Nice game! Nice map, too. I agree that this map (and others) being difficult to read, but it's really visually interesting. As for 3D maps, I've made a set of wood and Styrofoam tiles to create a 2x1 map of Vega (I'm playing DCMS) that sits on my 4x6' gaming table in the mancave. It took me almost a year to put it together, but it really helps understanding the scale of these battles in the BattleTech universe. And it's cool to play on, too, well, at least as far as I'm concerned. :)
The hardest map for me is the Crystal Canyon map. That has very abrupt elevation changes and the colors are very difficult to distinguish. I wish they did BT maps in a similar fashion as Advanced Squad Leader maps. Each elevation has its own color scheme. Hills start at light brown and get dark with increasing elevation. Ground level is green and elevations lower than ground level get darker green as the descend. BT works really well on Deluxe ASL maps (hex size on those is 2.5", so it is easier to stack multiple units in a hex. Scale is just about the same as well.
12:20 some might say this comes a little late ... The 9 thrown should have been a hit. Jumping four squares only gives a TMM of 2 (+1 3-4 Hexes; +1 jumping), not 3. best I see, you fixed it later, too late for this Hollywood-Shot. Mystical Kell Quirk. 18:40 Nevermind! It evens out again because the damage should've done to the rear armor.
Currently, what is the easiest version of the game to do to make it feel like “real” Battletech? Like what do I need? This looks like a bit of a 1v1 skirmish?
Which map is this? It looks like you aren't using skidding rules. Also I don't think you get partial cover from a higher attacker, so your mech should have been hit with the LRM 10. Also I don't think you need to make piloting rolls for jumping into woods -- unless it is a special rule for this map.
@@Water64Rabbit I'm trying to get back into battletech after a 20 year hiatus. Played everything from 3025-3058. Had 99% of everything memorized (kids brains are insane.) I dont recall rolling 12's being a critical hit. In fact, I remember times when we said "you need a 14 to hit..its not happening." Is this something they made up, or is it new adjustments to the game? Or am I just remembering it wrong?
@@KGBMutt You are correct. The Original DR has no special significance in BT. If the Modified TH# is a 12 or greater, the shot can be aborted. Conversely if the Modified TH# is a 2 or less then it is an automatic hit. The only time the Original DR matters is for weapon jamming and other equipment items that are not found in Introductory Mechs. The 2 as an automatic miss and a 12 as an automatic hit is a common house rule. However, a Pass-Through-Armor Critical Hit only occurs on a "2" when rolling hit location for damage. From other videos I have seen from them, I know they like lots of PTACs though. While they are having fun, it is sometimes difficult to determine what their house rules are or are they just not applying the rules as written. They really should have a slide card at the beginning showing what their house rules are. For example, some people don't use skidding as it slows down the game. At one point it looked like the Griffin player was marking damage from the rear onto the front armor of the mech. Also this battle was determined at the start before any dice were rolled. Vindicator 1R (45 tons), BV = 1,024, Adjusted BV (3 G / 4 P pilot) = 1,352 Griffin 1N (55 tons), BV = 1,272, Adjusted BV (4 G / 5 P pilot) = same. Giving one side a 3 Gunnery vs a 4 Gunnery is huge. They both should have used 3/4 pilots (as that makes for a quicker game), but the least experienced player should have stayed with the Griffin (as was the case here). A better match up would have been the Wolverine instead of the Vindicator (which is what is in the beginner's box currently). Finally, the Griffin player shows us how not to play a Griffin. Alpha striking every turn is going to result in a dead mech. The Griffin 1N is designed to stay at medium range alternating using the PPC and the LRM.
@@Water64Rabbit Thanks for the reply. Everything you said matches what I remember. I used to play tournaments at gencons and such and really only saw one loss over 5-6 years. Most of it was 3025-3058 period. Speed and gunnery skills are EVERYTHING. I was worried the game had drastically changed since I last played, but just picked up Total Warfare and I'm pleasantly surprised that I just kept nodding my head going "yup, remember that." I just need to get up to speed on newer tech readouts and higher tech equipment that wasnt around in my day. Any suggestions on what I should buy or where I should look online for that sort of thing? I left in the era where Wraiths were ton for ton the absolute best dueling mech around.
@@KGBMutt You and me both. That is where I left off as well with the Wraith being my favorite mech. The main change I had to adjust to was TMMs. When I played they stopped at 10+. Which was why the Wraith was so good. +3 TMM +1 Jump, but only +3 to hit back. The only other mech that came close was the broken LAMs at the time. So, WiGE vehicles, Super Heavy Mechs and such weren't a thing when I last played. I haven't really looked at the eras of play past the Clan Invasion and the immediate aftermath. Jihad, Dark Age, and ilKhan don't really look that interesting to me. Perhaps if they were to flesh those eras out more, they would be more appealing. I think those eras are more based upon novels than any real game products. It also looks to me that most people still play from 3025 to the end of the Clan invasion and most of the new products still seem to be for that era.
Just because a mech shuts down does not mean the game is over. Ash would have just been able to have a round of free shooting. Jay's mech would power back up the next round with 0 heat if he survived the previous round.
You are thinking of Alpha Strike. In Battletech, the heat sinks just drop the heat level, so in the next phase, he would have dropped by 12 heat and if that took him below 30, he could then roll to restart (automatic at 14 heat or less). However, it was basically over. Weapon attack, then kick him which if hit would knockdown the mech and force a piloting roll to avoid another pilot hit. In effect, it would have been at least two free rounds of attacks and probably three.
I appreciate how you help each other when determining if the an action goes for against someone's favor. In my humble opinion, a fair, honest game is the best game. And a game I do not mind losing. Plus I can learn more when the strategies are discussed openly post-game. It's almost as fun as playing on the same team and winning.
We learn more from failure than from success. So in the case of games I enjoy playing, I do not mind losing at all.
@NuSocTheKelDor Agreed. 100%. Sometimes that's what makes strategy so much fun; seeing some crazy plan either fail or succeeded brilliantly based off past experiences.
you both sound like youre having so much fun. you and jay's chemistry is real.
Also I'm relieved to be not the only one who struggles translating the 2D map into its actual topology.
I actually stole a bunch of old HeroScape terrain for Battletech games. The scale is larger but it's great to have things in real 3D.
3D solution I've come to conclude is hero scape tiles. The community has generated all sorts of terrains and shapes. And you can build up a range like this, but not have to store it as huge chunks for exclusively this map!
Critical hits on weapons, heat sinks and equipment disables that weapon, heat sink or equipment. If the weapon or equipment has more than 1 critical hit slot, the first hit disables that weapon or equipment and the rest just soak up the damage. Ammo slot hits cause big boom.
Yeah I was about to say "that ppc took a crit the round before, did I miss something?"
What most folks don't realize that unlike a certain Jedi taking the high ground, pushing someone off the aforementioned high ground can be catastrophic, as well as entertaining when you can push someone off it....
100% agree with the weirdness of that Tukayyid map, I've played one game on it - my lance of Davion 'mechs vs a trio of Wolves and narrowly won it. but manoeuvring around the hills as we closed was weird and tracing line of sight was confusing at points.
Given how cold the mountains are there, the Griffin makes for a suitable walking sauna lol.
Also, on the note of elevation, I jumped at the chance to reserve a box of heroscape I saw in my local board game cafe! Pretty excited to introduce actual 3D elevation in my games
I knew I couldn't be the only person with that idea.
I love that map! I can't wait to play on it again!
If you can't stand the heat, stay out of the Griffin. 😆🔥🤖
Which map is that one??
Why does this game look like so much fun? Absolutely amazing
Looking at this game, you could also create teams where each side has more than one player. Each teammate controls his individual mech. Almost as if you could establish a strategy, get an understanding of the terrain, and then establish who's going to be the tank, the sniper, and if possible, who's going to repair the Mac if it's damaged during combat.
This is probably a thing but I don't know because I'm brand new to this. This game is very interesting to me and I'm surprised I never heard of it when I was a kid... Which was a long time ago.
I came in to talk about the PPC crit being ignored but seems people got it haha. Thanks for the report. I keep counters with the abbreviation of the weapon disabled to keep track. Thanks for the report.
Jay running his mech danger hot was aggressively Texan. Steel Warrior studios Hextech line and Thunderhead Studios both sell hex hill stls (and I'm pretty sure plenty of other do too).
Weapon hits and criticils are resolved at the end of the fire ;hase. Heat is done in the end phase. so that first engine hit takes place in the same turn and heats the mech up in the end phase..
Please correct me if I'm wrong, but I thought any critical hit to a weapon destroys it just like a critical hit to an ammo slot. Very good game. Move & choose which weapons to fire, the fun part of BattleTech. :)
This was so much fun. Ash + Jay + Dice = Fun! 🥳
We use Heroscape tiles to 3D-ify our maps.
I've not watched this yet and I have no clue which way it will go, but I'm rooting for the Waco Rangers!
u gotta roll for skids when changing facing in mid-move on paved roads gentlemen. Total Warfare p.62
Nice game! Nice map, too.
I agree that this map (and others) being difficult to read, but it's really visually interesting. As for 3D maps, I've made a set of wood and Styrofoam tiles to create a 2x1 map of Vega (I'm playing DCMS) that sits on my 4x6' gaming table in the mancave. It took me almost a year to put it together, but it really helps understanding the scale of these battles in the BattleTech universe. And it's cool to play on, too, well, at least as far as I'm concerned. :)
The hardest map for me is the Crystal Canyon map. That has very abrupt elevation changes and the colors are very difficult to distinguish.
I wish they did BT maps in a similar fashion as Advanced Squad Leader maps. Each elevation has its own color scheme. Hills start at light brown and get dark with increasing elevation. Ground level is green and elevations lower than ground level get darker green as the descend.
BT works really well on Deluxe ASL maps (hex size on those is 2.5", so it is easier to stack multiple units in a hex. Scale is just about the same as well.
@@Water64Rabbit Never played ASL, but I'll look into it for inspiration for my next map set build. :)
Great stuff!! Love the paint jobs.
Jay: “It’s the Coquihalla.” Should have been followed by “and my mechwarrior is Jamie Davis.”
There is no snow on top of that mountain anymore!!!!
I’ve been painting up some Kell’s Hounds over the last couple weeks!
What an epic battle!
Nice! Thanks for more Battletech Battle report Battles.... 😉
Bloody fantastic.
Interesting to watch!
Amazing match!
12:20 some might say this comes a little late ...
The 9 thrown should have been a hit.
Jumping four squares only gives a TMM of 2 (+1 3-4 Hexes; +1 jumping), not 3.
best
I see, you fixed it later, too late for this Hollywood-Shot. Mystical Kell Quirk.
18:40 Nevermind! It evens out again because the damage should've done to the rear armor.
That map is one of thr reasons using elevated terrain Styrofoam is so helpful. Much easier to visualize.
great video!
Love the map. I assume you guys weren't playing with the road skid rules, right?
I thought turning while running on roads forced a pilot check.
oh. and you add 2 to hit for running movement
Currently, what is the easiest version of the game to do to make it feel like “real” Battletech? Like what do I need? This looks like a bit of a 1v1 skirmish?
The ‘A Game of Armoured Combat Box’ will give you the best basic experience
which map is this? Im just getting into BT so what is the best neoprene matt for beginners?
Does anyone know if this is like… the newest edition? Like is this beginner box up to date?
It is the newest beginner box
@@GuerrillaMiniatureGames awesome! Thanks
Which map is this? It looks like you aren't using skidding rules. Also I don't think you get partial cover from a higher attacker, so your mech should have been hit with the LRM 10. Also I don't think you need to make piloting rolls for jumping into woods -- unless it is a special rule for this map.
@LitanyAgainstFear He would have to make a consciousness check though (3+ for first hit).
@@Water64Rabbit I'm trying to get back into battletech after a 20 year hiatus. Played everything from 3025-3058. Had 99% of everything memorized (kids brains are insane.)
I dont recall rolling 12's being a critical hit. In fact, I remember times when we said "you need a 14 to hit..its not happening."
Is this something they made up, or is it new adjustments to the game? Or am I just remembering it wrong?
@@KGBMutt You are correct. The Original DR has no special significance in BT. If the Modified TH# is a 12 or greater, the shot can be aborted. Conversely if the Modified TH# is a 2 or less then it is an automatic hit. The only time the Original DR matters is for weapon jamming and other equipment items that are not found in Introductory Mechs.
The 2 as an automatic miss and a 12 as an automatic hit is a common house rule. However, a Pass-Through-Armor Critical Hit only occurs on a "2" when rolling hit location for damage. From other videos I have seen from them, I know they like lots of PTACs though.
While they are having fun, it is sometimes difficult to determine what their house rules are or are they just not applying the rules as written. They really should have a slide card at the beginning showing what their house rules are. For example, some people don't use skidding as it slows down the game. At one point it looked like the Griffin player was marking damage from the rear onto the front armor of the mech.
Also this battle was determined at the start before any dice were rolled.
Vindicator 1R (45 tons), BV = 1,024, Adjusted BV (3 G / 4 P pilot) = 1,352
Griffin 1N (55 tons), BV = 1,272, Adjusted BV (4 G / 5 P pilot) = same.
Giving one side a 3 Gunnery vs a 4 Gunnery is huge. They both should have used 3/4 pilots (as that makes for a quicker game), but the least experienced player should have stayed with the Griffin (as was the case here). A better match up would have been the Wolverine instead of the Vindicator (which is what is in the beginner's box currently).
Finally, the Griffin player shows us how not to play a Griffin. Alpha striking every turn is going to result in a dead mech. The Griffin 1N is designed to stay at medium range alternating using the PPC and the LRM.
@@Water64Rabbit Thanks for the reply. Everything you said matches what I remember. I used to play tournaments at gencons and such and really only saw one loss over 5-6 years. Most of it was 3025-3058 period. Speed and gunnery skills are EVERYTHING. I was worried the game had drastically changed since I last played, but just picked up Total Warfare and I'm pleasantly surprised that I just kept nodding my head going "yup, remember that."
I just need to get up to speed on newer tech readouts and higher tech equipment that wasnt around in my day. Any suggestions on what I should buy or where I should look online for that sort of thing?
I left in the era where Wraiths were ton for ton the absolute best dueling mech around.
@@KGBMutt You and me both. That is where I left off as well with the Wraith being my favorite mech. The main change I had to adjust to was TMMs. When I played they stopped at 10+. Which was why the Wraith was so good. +3 TMM +1 Jump, but only +3 to hit back. The only other mech that came close was the broken LAMs at the time.
So, WiGE vehicles, Super Heavy Mechs and such weren't a thing when I last played.
I haven't really looked at the eras of play past the Clan Invasion and the immediate aftermath. Jihad, Dark Age, and ilKhan don't really look that interesting to me. Perhaps if they were to flesh those eras out more, they would be more appealing. I think those eras are more based upon novels than any real game products.
It also looks to me that most people still play from 3025 to the end of the Clan invasion and most of the new products still seem to be for that era.
Just because a mech shuts down does not mean the game is over. Ash would have just been able to have a round of free shooting. Jay's mech would power back up the next round with 0 heat if he survived the previous round.
You are thinking of Alpha Strike. In Battletech, the heat sinks just drop the heat level, so in the next phase, he would have dropped by 12 heat and if that took him below 30, he could then roll to restart (automatic at 14 heat or less). However, it was basically over. Weapon attack, then kick him which if hit would knockdown the mech and force a piloting roll to avoid another pilot hit. In effect, it would have been at least two free rounds of attacks and probably three.