I find this way of playing is beneficial to the game for reason beyond allowing for an awesome underdog comeback. Playing this way often forces the player doing so to "expose his throat" in his risk, high reward gambits. Thus, if it doesn't pay off and the battlefield isn't leveled, the advantaged player can punish the underdog. This allows for games to end more rapidly and bombastically. This is, I have found, typically more fun and enjoyable for all parties than the games in which the disadvantaged player plays conservatively causing the game to drag out turn after turn in a slow grind towards an inevitable outcome.
I feel like this is a great tip that a lot of people don't get. For a lot of people, their natural instinct when they're losing is to play more cautiously, and playing like this feels like "throwing the game away" when the game is already lost unless you get wildly lucky. Another big way to increase variance is to start moving to generate higher TMMs for your opponent, even if it makes your hit numbers worse, because it adds another way for the dice to potentially go lucky in your favor.
The other thing is group your fire on that big guy to one side- especially if there is a weak side with ammo or like a Griffin with all its guns on one side. This works too with kicks as a kick to a side will automatically hit a damaged leg.
You should be spamming cluster out of your LB-Xs from the get go , 1 point of damage to the head is still a hit on the pilot , 1 point of damage is enough for a through armour critical
@@mathewkelly9968 Def agree for 2s and 5s but I like to use solid shot with 10s and 20s until armor is pierced. Not sure if that's always right with the LB10 though.
@@TrailblazerBT Even with 20s the clusters are the way to go. Call the shot high and watch every face in the room regret letting you talk them into allowing called shots.
Great video, though it feels like it’s argued out of order. You make an incredibly cogent point at the end, sort of stating your thesis after you’ve worked through sub-points offered in defense of the core thought, “increase variance”.
@TrailblazerBT that book is how I got into Battletech man, I was about 10 & there was a shelf in a thrift shop with loads of old BT novels. I fell in love with that cover art & the rest is history. I didn't even know it was a tabletop game or that the clans werent the main p.o.v characters for years! Great content btw, I stumbled on you the other day & subbed
If I was in a losing situation...I'd just go hard and get super aggressive. Either clutch an amusing kill or get the game over faster.
Ah this video was made specifically for me
I find this way of playing is beneficial to the game for reason beyond allowing for an awesome underdog comeback. Playing this way often forces the player doing so to "expose his throat" in his risk, high reward gambits. Thus, if it doesn't pay off and the battlefield isn't leveled, the advantaged player can punish the underdog. This allows for games to end more rapidly and bombastically. This is, I have found, typically more fun and enjoyable for all parties than the games in which the disadvantaged player plays conservatively causing the game to drag out turn after turn in a slow grind towards an inevitable outcome.
Personally, I panic and get demoralized 😂But great insight as usual. Your knowledge of the game is outstanding.
Yeppers, swing for the headshots.
I feel like this is a great tip that a lot of people don't get. For a lot of people, their natural instinct when they're losing is to play more cautiously, and playing like this feels like "throwing the game away" when the game is already lost unless you get wildly lucky.
Another big way to increase variance is to start moving to generate higher TMMs for your opponent, even if it makes your hit numbers worse, because it adds another way for the dice to potentially go lucky in your favor.
@@willydstyle Great point about the movement modifiers!
The other thing is group your fire on that big guy to one side- especially if there is a weak side with ammo or like a Griffin with all its guns on one side.
This works too with kicks as a kick to a side will automatically hit a damaged leg.
Yes, targeting one-sided mechs has greater upside!
Man has just told us that the Desperate Final Gambit is the key to winning. We like those.
I see trailblazer tactics, i upvote. Also great vid, love this stuff
You should be spamming cluster out of your LB-Xs from the get go , 1 point of damage to the head is still a hit on the pilot , 1 point of damage is enough for a through armour critical
@@mathewkelly9968 Def agree for 2s and 5s but I like to use solid shot with 10s and 20s until armor is pierced. Not sure if that's always right with the LB10 though.
@@TrailblazerBT Even with 20s the clusters are the way to go. Call the shot high and watch every face in the room regret letting you talk them into allowing called shots.
I enjoy all of Trailblazer videos 🎉
Start crying and make your opponent feel bad for making you cry
Lol!😂
Great video, though it feels like it’s argued out of order. You make an incredibly cogent point at the end, sort of stating your thesis after you’ve worked through sub-points offered in defense of the core thought, “increase variance”.
Topical art choice with aiden prydes last stand there
@@jacktraveller8290 Can't believe you're the first one to mention it!
@TrailblazerBT that book is how I got into Battletech man, I was about 10 & there was a shelf in a thrift shop with loads of old BT novels. I fell in love with that cover art & the rest is history. I didn't even know it was a tabletop game or that the clans werent the main p.o.v characters for years! Great content btw, I stumbled on you the other day & subbed
@@jacktraveller8290 You're so kind to say so! Love hearing how people got into the game
In a narritive game I'll radio the OPFOR commander abd discuss terms of surrender.
hope that, when my pilots surrender, that my House commanders are willing to pay the ransom!
Losing is for other people