When playing Clans it's always good idea when ever possible to keep distance and try to take advantage from ranges of those Clan weapons. Especially when facing against IS assault mechs like you did this time.
Between Ash and Fritz it really feels like a minor resurgence from Battletech is brewing. Fourth biggest fictional universe in existence I'm fairly certain.
@@jake53105 www.kickstarter.com/projects/cgl/battletech-clan-invasion The kickstarter is over, but it allowed Catalyst to make new models for a ton of classic mechs.
I did not know I wanted a Highlander until now. I love its boxy frame. Banshee I have always liked. It's an assault Mech with the mindset of a varsity tackle.
Great to see another game, minor mistakes allowed :) I rarely feel sorry for the Clans but that poor Mad Cat/Timber Wolf was dead from about turn 2. Moving that slowly in that terrain against a couple of elite assault mechs was suicide! A great example of how the next level of the game is getting used to how to use the different mechs in different circumstances - and sorry Ash, but you walked that mech into death by giving up your speed advantage :) The reason I like CBT is that it is a much more skill based game than something like Warhammer and experience showed a little there. On that map the Mad Cat variant with jump jets would have been a lot more useful but still a tough game with that match up. Keep them coming, hope to see more.
Always taking a Black Hawk (Nova) and jumping into someones Back Arc and unleashing 12 ER Med Lasers, you over heat... alot, but your Target is basically scrap.
Love seeing Battletech on the channel! Speaking of stompy robots, will we also be seeing you try out the new Heavy Gear Blitz rules on the channel? Keep up the awesome work! 👍
Love me a Highlander, probably my favorite assault mech. This is pretty much the only way to do CBT deathmatches in a reasonable time frame, two to three mechs per side with skilled pilots in some heavy metal. It makes for some great giant stompy mech action, and is how I scratch my CBT itch when Alpha Strike isn't doing it.
Checking my understanding - @19:00 Was the LRM in the face - did they forget that it was within minimum range for the modifiers? (I think that would be about +5? to hit for the LRM)? Loved watching it. I recently ran an OG Battlemaster and OG Thunderbolt vs Madcat and Elemental. In the end, the Thunderbolt went down in an ammo explosion at the same time it took the head off the Madcat. The Elementals were the only thing left standing..
Kinda glad you didn't use the rules for playing in a vacuum, those are lethal as h*ck (and are in Tactical Operations if you do want to use them). I haven't had a chance to try the moonscape mat out yet thanks to the Apocalypse, but it plus the moonbase map in the Hostile Environment map pack are going to make for a fun playing space! On torso twisting: regular BattleMechs can torso twist one hexside to the left or the right, essentially moving their front and arm arcs one hexside over. If you're directly behind the enemy mech, they can get one arm back to attack you with - either with weapons in the arm or a punch. Four-legged mechs (usually called Quads) cannot torso twist at all. Mechs with no lower arm or hand actuators in both arms (by design, they don't get this ability if the actuators are destroyed) can flip their arms around, putting all weapons on both arms in the rear arc - think the Rifleman bringing the arms up and around to fire at an enemy behind them. There's a sweet spot on either side of the enemy's rear where if you position a mech they can only torso twist to bring that side's arm to bear. So if they're got, say no weapons in the left arm and you position yourself in the left sweet spot they can't get the right arm to bear at all. It does mean you're on the line between the side and rear arc so the defender decides which side you hit. If you delve into the advanced rules, BattleMechs can mount turrets that allow the weapons mounted in the turret to face any hexside, with a firing arc identical to the front arc, and three-legged mechs can torso twist to any hexside. On physical combat, not sure fi you're truncating it to speed up the game, but rules as written are that there's a separate physical attack phase after the weapon phase. This means that the damage from physicals don't count towards the 20 point total to cause a piloting skill roll, and mechs that fall over in the fire phase are on the ground for the physical phase. But taking 20 points of damage in the physical phase (if you get hit by multiple physicals, or something particularly nasty) causes a separate Piloting roll - as does being kicked one or more times. So taking kicks that total 20 damage causes 2 piloting rolls, both at +1 from the 20 damage! On falling over, damage is split into 5-point clusters, so that Banshee should have taken two hits to the back rather than a single hit of 10! Might have killed him...
I’d love you Battletech to become a regular feature. I’d recommend checking out the death from above’s battletech: destiny rules set that is a hybrid of classic & alpha strike
Grendel and a Mad Cat getting in close, negating their range bonuses... also, don't pulse lasers have a -2 to hit? Also, you don't lose weapons immediately to critical hits, they blow up at the end of the round. You subdivide fall damage into multiple locations in 5 point blocks like lrms. I'm nit picking, but you guys had fun and did it fast which is nice.
That was quite the interesting match! I love CW, but holy shit, a good match nontheless! Question, why not make them your bondsmen? You defeated them honorably.
Forces of Guerilla Miniatures Games, you have been claimed as bondsmen of Clan Ghost Bear. You are to continue playing Battletech to spread it's popularity and bring it back into the game stores. This is the will of Kerensky
The highlander looks like something from 2,000ad; like Walter the Wobot or Mechquake in combat mode. It could make a great mini for use in the Judge Dredd game as a construction bot.
@@Yarkoonian There is a skirmish game set in the Judge Dredd universe 👍 Here's a link to Ash's Let's Play Video about it. th-cam.com/video/N0sAZ5yPEj8/w-d-xo.html
I love watching these because I've read the beginner rules, and watching multiple battles means that I'm getting the more advanced rules ingrained in my head.
You have to keep physical attacks seperate from weapon attack phase. mech could be polished off in weapon attack phase thus preventing its physical attacks
@@KujakuDM wolf takes Terra and is ilclan brah. Tukkayid is ancient history. It's a timberwolf. And this is coming from a dude that hates the dirty clanners...
I know this video is a year old but I e been playing battletech since the 80's. When did hits to an area get absorbed by terrain? I've always played and still do that you just do dmg on the punch table because that's all you can hit.
That’s one of the few alterations to cover on the lower half of the mech from the eighties version of BT (there’s like maybe three rules across the whole game that aren’t identical and that’s one of them). The issue was the punch table leads to WAY more headshots making cover a liability. In modern CBT you just ignore leg hits and use the normal table instead.
@@cryxkirkley The old way actually made sense with the +3 to hit over partial cover (I just checked my compendium), since you really need to "aim small" shooting at what's effectively a half size target. If you *do* manage to aim sufficiently small, you aren't rewarded with an effective miss but the rounds actually hit what can logically be hit. It definitely brought a "do I really want to shoot at this guy" factor to partial cover. Yes, the punch table gives the head a decent chance of getting tagged, but with come Mechs the head is a fairly good-sized portion of the "waist up" half of the target. Besides, when you start looking at hit rolls of 10+ even at medium range once partial cover is added to gunnery, both Mechs' movement, range, you're talking about low enough hit percentages that usually there won't be a hit location to worry about; by the time things work out a lucky head shot is very unlikely.
Again yay! But really it's only classic BT if you're using the green book and 3025 mechs 😎. Lance on lance with lighter mechs works well. 200 ton limit, so 1 heavy, 2 medium, 1 light for example. Archer ARC-2R, Hunchback HBK-4G, P'hawk PHX-1D, Firestarter FS-9M [Mirage] was command lance of my 2nd company of the Northwind Highlanders.
When you have 12 missiles hit out of possible 20....use 2 groups of 6 damage instead of 5,5,2 .. ..if 8 missiles hit...use 2 groups of 4 each.... speeds the game along a bit and makes more sence really....... LB-x auto cannon cluster rounds are the exception ... though if you hit all 20 ...that's 20 rolls of 1 damage ... try to keep count....in the heat of battle....smoke from the blunts obscuring the line of sight ...and the cocktails consumed....its easy to lose track sometimes... ....why I only use ultra auto cannons myself....
A standard Clan pilot would have a 3 gunnery skill, 4 piloting skill. Why'd you make the Clanners 4/5? That really made them weak compared to their opponents.
Clans dont get better pilots for free. All standard BV values are based on 4g/5p regardless of clan or IS. Improving skills makes units cost more. He stated 6k BV. He would have had to taken even lighter mechs for clans if he had used "standard clan pilots".
dudes, can you even play this game? 4 minutes in and you already jumped 7 and gave yourself a +3... Jump gives you an additional +1 so that's +4. Not to mention the madcat thing... 11 movement. Ok
I am so so SO happy to see you play this game on this channel.
Definitely some minor mistakes but fun nonetheless! We need more BattleTech!
Guerilla miniatures has no time fooling around. Gotta keep the guerilla going ! ^^
It's all good. I don't think there is a single group that has managed to play a full game without making rules mistakes
When playing Clans it's always good idea when ever possible to keep distance and try to take advantage from ranges of those Clan weapons. Especially when facing against IS assault mechs like you did this time.
But clanners like the glory of up close fighting.
I think it’s the glory of 1-1 combat. Not necessarily close in combat.
@@christiedt9818 No, they think that melee combat is barbaric.
@@rcgunner7086 who said they should be allowed the choice?
Between Ash and Fritz it really feels like a minor resurgence from Battletech is brewing. Fourth biggest fictional universe in existence I'm fairly certain.
40k, Star Wars, and...?
@@pokemon1895 Star Trek
Always great to see more Battletech on TH-cam! Game is having a resurgence with the Kickstarters and more great times ahead.
What kickstarters? Sorry, I’m coming from 40K land, this is my first video for Battletech.
@@jake53105 www.kickstarter.com/projects/cgl/battletech-clan-invasion
The kickstarter is over, but it allowed Catalyst to make new models for a ton of classic mechs.
Been diving head first into battletech recently and the amount of depth it has is insane. There’s so much your able to do !
I did not know I wanted a Highlander until now. I love its boxy frame. Banshee I have always liked. It's an assault Mech with the mindset of a varsity tackle.
Ah yes, my favourite kind of CBT
Physical attacks happen in a different phase after weapons fire
Thank you guys, I love this game, i hope you bring us more battletech
Great game. The sheets for the mechs take me back to 1987.
"I just won't fire my Streak SRM" I died at this exact moment
Always love the battletech vids! Can't wait to see clan wolf come out on top :)
Awesome, I'm always down for a big mech throwdown.
Great to see another game, minor mistakes allowed :) I rarely feel sorry for the Clans but that poor Mad Cat/Timber Wolf was dead from about turn 2. Moving that slowly in that terrain against a couple of elite assault mechs was suicide! A great example of how the next level of the game is getting used to how to use the different mechs in different circumstances - and sorry Ash, but you walked that mech into death by giving up your speed advantage :) The reason I like CBT is that it is a much more skill based game than something like Warhammer and experience showed a little there. On that map the Mad Cat variant with jump jets would have been a lot more useful but still a tough game with that match up. Keep them coming, hope to see more.
It's not a more skill based game than 40k. You are smoking crack if you believe that.
Torso twist note, death ray designs makes some handy todos twist markers. Please keep up with the classic btech content, lovin it!
I'm just getting into battletech glad to see you still getting games in
Always taking a Black Hawk (Nova) and jumping into someones Back Arc and unleashing 12 ER Med Lasers, you over heat... alot, but your Target is basically scrap.
Fun game guys! As a looooongtime Highlander player, I obviously was cheering for them.
Love seeing Battletech on the channel! Speaking of stompy robots, will we also be seeing you try out the new Heavy Gear Blitz rules on the channel?
Keep up the awesome work! 👍
This was excellent Ash! What a game, what a mess!
Love me a Highlander, probably my favorite assault mech. This is pretty much the only way to do CBT deathmatches in a reasonable time frame, two to three mechs per side with skilled pilots in some heavy metal. It makes for some great giant stompy mech action, and is how I scratch my CBT itch when Alpha Strike isn't doing it.
Love how the IS player says timber wolf and the clanner says madcat
Seeing Tiger Stripe camo on miniatures made me unreasonably happy.
Checking my understanding - @19:00 Was the LRM in the face - did they forget that it was within minimum range for the modifiers? (I think that would be about +5? to hit for the LRM)?
Loved watching it. I recently ran an OG Battlemaster and OG Thunderbolt vs Madcat and Elemental. In the end, the Thunderbolt went down in an ammo explosion at the same time it took the head off the Madcat. The Elementals were the only thing left standing..
For the Timber Wolf? Clan LRMs have no minimum range.
@@GorefatherXII It's sickening
Oh yes, more BT.
I think 2 vs 2 is the best size for youtube videos. you can mix it up with objectives too or solaris
Thanks. That was fantastic
Kinda glad you didn't use the rules for playing in a vacuum, those are lethal as h*ck (and are in Tactical Operations if you do want to use them). I haven't had a chance to try the moonscape mat out yet thanks to the Apocalypse, but it plus the moonbase map in the Hostile Environment map pack are going to make for a fun playing space!
On torso twisting: regular BattleMechs can torso twist one hexside to the left or the right, essentially moving their front and arm arcs one hexside over. If you're directly behind the enemy mech, they can get one arm back to attack you with - either with weapons in the arm or a punch. Four-legged mechs (usually called Quads) cannot torso twist at all. Mechs with no lower arm or hand actuators in both arms (by design, they don't get this ability if the actuators are destroyed) can flip their arms around, putting all weapons on both arms in the rear arc - think the Rifleman bringing the arms up and around to fire at an enemy behind them. There's a sweet spot on either side of the enemy's rear where if you position a mech they can only torso twist to bring that side's arm to bear. So if they're got, say no weapons in the left arm and you position yourself in the left sweet spot they can't get the right arm to bear at all. It does mean you're on the line between the side and rear arc so the defender decides which side you hit. If you delve into the advanced rules, BattleMechs can mount turrets that allow the weapons mounted in the turret to face any hexside, with a firing arc identical to the front arc, and three-legged mechs can torso twist to any hexside.
On physical combat, not sure fi you're truncating it to speed up the game, but rules as written are that there's a separate physical attack phase after the weapon phase. This means that the damage from physicals don't count towards the 20 point total to cause a piloting skill roll, and mechs that fall over in the fire phase are on the ground for the physical phase. But taking 20 points of damage in the physical phase (if you get hit by multiple physicals, or something particularly nasty) causes a separate Piloting roll - as does being kicked one or more times. So taking kicks that total 20 damage causes 2 piloting rolls, both at +1 from the 20 damage!
On falling over, damage is split into 5-point clusters, so that Banshee should have taken two hits to the back rather than a single hit of 10! Might have killed him...
I’d love you Battletech to become a regular feature. I’d recommend checking out the death from above’s battletech: destiny rules set that is a hybrid of classic & alpha strike
Grendel and a Mad Cat getting in close, negating their range bonuses... also, don't pulse lasers have a -2 to hit?
Also, you don't lose weapons immediately to critical hits, they blow up at the end of the round.
You subdivide fall damage into multiple locations in 5 point blocks like lrms.
I'm nit picking, but you guys had fun and did it fast which is nice.
Pulses are -2 not -1 firing the streak would have been better than an er med laser. 12points of damage vs 7
Love the Battletech batreps.
That was quite the interesting match! I love CW, but holy shit, a good match nontheless! Question, why not make them your bondsmen? You defeated them honorably.
More Battletech, awesome!!
steel warrior studios makes great Battletech terrain and is located in Ontario
Forces of Guerilla Miniatures Games, you have been claimed as bondsmen of Clan Ghost Bear. You are to continue playing Battletech to spread it's popularity and bring it back into the game stores.
This is the will of Kerensky
The highlander looks like something from 2,000ad; like Walter the Wobot or Mechquake in combat mode. It could make a great mini for use in the Judge Dredd game as a construction bot.
I love them, they're so goofy looking, but they get work done.
Judge dredd game?
@@Yarkoonian There is a skirmish game set in the Judge Dredd universe 👍 Here's a link to Ash's Let's Play Video about it. th-cam.com/video/N0sAZ5yPEj8/w-d-xo.html
That kick from the Banshee was 🥵🥵🥵
I love watching these because I've read the beginner rules, and watching multiple battles means that I'm getting the more advanced rules ingrained in my head.
Such an entertaining battle!
I like this but I prefer the full 4 on 4 lance battles. Will gladly watch a longer video for it
Great batrep!
ER pipi is no joke. I have it, and it's not easy living with that condition.
I can learn from you guys. MechWarrior from Indonesia 🇮🇩
The Banshee is soo thick!
Can tank so much DMG
You have to keep physical attacks seperate from weapon attack phase. mech could be polished off in weapon attack phase thus preventing its physical attacks
the soccer kick to the head lol
Woo hoo more Battletech!!!!!
CLAN WOLF! LET'S GOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Re Kicking prone mech: you do not use the punch hit location table as you could hit anywhere on the mech.
thanks for calling it the mad cat.
It´s not a Mad Cat. It´s a bloody Timberwolf.
usually its the winners that get to name things you know.
@@KujakuDM Then by the current canon, it IS a Timber Wolf.
@@BazztheBazz tukkyaid says otherwise.
On a long enough timeline no body is actually the winner. Lol
@@KujakuDM wolf takes Terra and is ilclan brah. Tukkayid is ancient history. It's a timberwolf. And this is coming from a dude that hates the dirty clanners...
You don't see a timber wolf mark 2 or 3. Its a mad cat
I like this just there's not enough dice rolling for me.
I mean I just discovered this stuff and am looking at a bunch of money to begin.
I know this video is a year old but I e been playing battletech since the 80's. When did hits to an area get absorbed by terrain? I've always played and still do that you just do dmg on the punch table because that's all you can hit.
That’s one of the few alterations to cover on the lower half of the mech from the eighties version of BT (there’s like maybe three rules across the whole game that aren’t identical and that’s one of them). The issue was the punch table leads to WAY more headshots making cover a liability. In modern CBT you just ignore leg hits and use the normal table instead.
Thanks. I was used to the punch table brutality. There were too many obscure rules because of battletechnology
@@cryxkirkley The old way actually made sense with the +3 to hit over partial cover (I just checked my compendium), since you really need to "aim small" shooting at what's effectively a half size target. If you *do* manage to aim sufficiently small, you aren't rewarded with an effective miss but the rounds actually hit what can logically be hit. It definitely brought a "do I really want to shoot at this guy" factor to partial cover. Yes, the punch table gives the head a decent chance of getting tagged, but with come Mechs the head is a fairly good-sized portion of the "waist up" half of the target. Besides, when you start looking at hit rolls of 10+ even at medium range once partial cover is added to gunnery, both Mechs' movement, range, you're talking about low enough hit percentages that usually there won't be a hit location to worry about; by the time things work out a lucky head shot is very unlikely.
Yay battletech
Yai, more battletech
What type of Camera are you using to record?
Canon XA40 :)
Great video by the way!
What’s a mad cat? (Kidding)
This seems like a very complicated TTG, am I wrong or not?
Where do you find the points value?
MasterUnitList has them.
OG Battletech player here. Can you still build Land Air Mechs?
Why though? An interesting concept that's combines ameritech fighters with mechs, but doesnt do either very well.
Doesn’t the Gauss Rifle have a minimum range of 3?
Ashe not wanting to waste another 3 days on a single lance fight? :-D
Again yay! But really it's only classic BT if you're using the green book and 3025 mechs 😎. Lance on lance with lighter mechs works well. 200 ton limit, so 1 heavy, 2 medium, 1 light for example. Archer ARC-2R, Hunchback HBK-4G, P'hawk PHX-1D, Firestarter FS-9M [Mirage] was command lance of my 2nd company of the Northwind Highlanders.
So many math errors on the modifiers it's crazy
*Smashes the Subscribe Button*
been playing it way to long haha
When you have 12 missiles hit out of possible 20....use 2 groups of 6 damage instead of 5,5,2 .. ..if 8 missiles hit...use 2 groups of 4 each.... speeds the game along a bit and makes more sence really....... LB-x auto cannon cluster rounds are the exception ... though if you hit all 20 ...that's 20 rolls of 1 damage ... try to keep count....in the heat of battle....smoke from the blunts obscuring the line of sight ...and the cocktails consumed....its easy to lose track sometimes...
....why I only use ultra auto cannons myself....
800th like
Huzzah
A standard Clan pilot would have a 3 gunnery skill, 4 piloting skill.
Why'd you make the Clanners 4/5? That really made them weak compared to their opponents.
I went off Master Unit List’s battle value skill tables.
For balanced BV probably
Clans dont get better pilots for free. All standard BV values are based on 4g/5p regardless of clan or IS. Improving skills makes units cost more. He stated 6k BV. He would have had to taken even lighter mechs for clans if he had used "standard clan pilots".
dudes, can you even play this game? 4 minutes in and you already jumped 7 and gave yourself a +3... Jump gives you an additional +1 so that's +4. Not to mention the madcat thing... 11 movement. Ok