This is a fab video concept and I wouldn’t mind seeing more like it! And also yeah, I didn’t see that move coming. The stacking rule comes into play so seldom that I didn’t even think about the possiblity. Certainly will remember that bit of the rules in the future.
What you call out is something that always gives me fits in the rule book. It's very counterintuitive that a Locust can't share a hex with a Wasp, but an Atlas can share a hex with a Behemoth Heavy tank. Still Battletech is a game where beating the other guy with superior awareness of the rules is part of the fun. Good on your opponent for knowing the details and using him to his advantage.
@@TheManyVoicesVA It wasn't really a dramatic head hit thing this time, I just kept rolling well to hit and wore him down. I think my list was also a bit sweatier than his
Ah it wasn't tooooo sweaty, but that's a list I'm building for in person games, want to ensure my opponent wants to play again :D . And I get to use unusual mechs... let's go again!!! ~Pirate
This is a very unique way that you have produced explaining the rules through play and sharing it with us. I believe you have hit the nail on the head for these videos. now if you can produce these in short video form I believe you have a money maker on TH-cam. I salute your effort in being original with the information!
The moment you said you were bodyguarding a minimum range unit with a minimum range unit I shook my head, though I am surprised that isn't what got you.
Yeeeaaah maybe I should have had them a few more hexes apart instead, so that their minimum ranges didn't overlap. The thing is that the Schrek was so accurate with Gunnery 2 + Precision ammo that even within its minimum range it had a great chance to hit a fast-moving target.
@@TrailblazerBT 7s to hit something like a Wraith if my math is right, which isn't that much more than your Schrek and won't care much about about a couple of 5pt hits. Even if that is banned, a lot of lights would be reasonably safe running into a few 60/40 5pt hits if it takes a juicy target like an assault off the table. I would go for something like a 3/5 Patton (hits on a 5 against the same target) for a pseudo cLPL, or if all I care about is the bodyguard, my beloved Demolisher.
@@135forte Precision AC10 is definitely better but it's usually banned so it felt dishonorable to take it. But yeah if it's legal a Zhukov with precision would be hella good
Looking at options in MegaMek, I see that the Schrek AC5 is the tankiest option available for that role(ac5 precision ammo sniper), and the backup machine guns helps it even in it's minimal range. I do think, if the rules permit it, an infantry unit with AC5 field guns might have been a better deal. Conventional infantry can also make attacks against units in the same hex as it.
Thanks for the video! This reminded me of one of those chess problems - I'm glad I guessed right! You twice said that the mistake was that the Avatar shouldn't have moved, but you also said that the reason you moved it was to get into range or LOS of a target mech. Isn't the real error that you didn't move the Schrek to the Avatar, or was that choice kind of skewed by the order you chose to move them and when the target opportunity emerged in the initiative phase?
I think this type of introspection is helpful for making everyone a better player. Not as helpful a having more PPC'S, but every little bit helps. Thank you for sharing this 😊
@@TrailblazerBT that is part of the lesson. Your decision retrofit a tank to remove PPCs was just the first step of a chain. Well, second maybe, I've heard a bit about this pirate guy and fighting him was maybe also an oops if you were just looking at winning...
A very humble video, but what got me was that Shreck force selection, brutal! And of course the Avatar has Gaus in the arms 😎 Did you give the Icestorm a punch instead of a Gaus shot that turn- I just want to know he got a fist before your Avatar went down 😢
I fought a pair of demolisher as part of the opfor last week, it was my first time playing against vehicles in classic and my opponent was new as well, this would have been very helpful to know!
Called it, although I completely forgot (unlike your opponent) the rule that you can stay in the same hex as a vehicle you attack. I just default to kicking a tank if it's an available option.
IMO the real problem was that your strategy for protecting the Avatar was very obvious and pedestrian / straightforward in nature. In reality the best strategies are based on deception. For example I would leave the Avatar alone in the open field and let it bait him into charging in with whatever close range mechs he chose. Once he did this charge, then I would reveal a prevoiusly hidden light mech like a Wolfhound that moves out from behind the hills and gets right behind his mech that just charged in. And if he didn't fall for the ruse, or simply decided to engage at range, the wolfhound still has an ER large LASER that can be useful in a long range fight. Once you understand that the best strategies are based on deception (like bait and trap) then you can think up a lot of different ways to protect those fire support mechs that don't involve using some form of obvious or visible assets that your enemy can easily observe and plan around. Your goal in strategy should be let the enemy believe he can seize the initiative (or "gain the upper hand") when in reality you are simply setting a trap, essentially letting him "manuever" himself into a bind that you will be able to take advantage of.
@@AccessAccess It's certainly a weakness in my game that I play too straight and don't use much deception or trickery. That's something I want to work on because I know several players who are great at it, including my opponent from this game, and it's a big advantage. That said we weren't using any hidden units or double blind rules so I didn't have the opportunity to protect the Avatar with a secret mech.
Having watched this it's pretty clear that the problem was caused by your taking the AC5 Schrek. In more seriousness that is an interesting decision to try that particular unit loadout. The minimum range on the AC5's makes it seem like a maybe not great choice to deal with a light flanker tho.
@@ObiwanNekody The convention in the MRC is that it's ungentlemanly to take precision ammo on anything bigger than an AC5. Perhaps that's partly because the minimum ranges nerf the ammo a bit
@@TrailblazerBT RNGesus favors the side with the most PPC's, at least in CBT, so it works out that the probability of getting hits is roughly the same across the course of the game.
@@TrailblazerBT Sure, but PPCs are PPCs! 😁 Rule of cool! Jokes aside and my extreme personal bias tamped down; with the same number of them and that pilot level? Err on the side of the bigger boom. Three rolls per turn should be in yer favor and even hitting all three AC5s wont trigger a pilot check and are unlikely to rip into anything vital.
5:15 ah classic move ive had people lose their minds when ive done this ....... why you would have been better off with say a Rifleman 5N as your precision ammo caddy and just ignored it had large lasers
If the opponent entered the hex with your tank and then changed facing to fire on your Mech, it was an illegal move. See TW pg.57- entering a hex with an enemy unit automatically ends your movement; I.e. you can’t enter an enemy hex and then change facing.
This is why i disagree with Mech reviwers who rage against rear mounted weapons , have you actually played BattleTech ? Do you think it happens on an open plain with uninterrupted lines of fire ? Do you think its not going to degenerate into a brawl ? You know what i would have taken instead of the Avatar and Schrek ? 2 Cataphracts
Oh your stratergy relies on long range shooting with high damage weapons ......... you're playing BattleTech wrong ......... i play against Clans typically 15000 BV where they take 5 death machines i take about 2 companies worth of stuff guess who pretty much always wins ?
@@mathewkelly9968 In the format we play there's a unit cap of 6 so you can't go wide like that. It incentivizes taking a mix of units with different capabilities. Many people like to take one or two slow long range units to go first in the initiative order.
This is a fab video concept and I wouldn’t mind seeing more like it! And also yeah, I didn’t see that move coming. The stacking rule comes into play so seldom that I didn’t even think about the possiblity. Certainly will remember that bit of the rules in the future.
What you call out is something that always gives me fits in the rule book. It's very counterintuitive that a Locust can't share a hex with a Wasp, but an Atlas can share a hex with a Behemoth Heavy tank.
Still Battletech is a game where beating the other guy with superior awareness of the rules is part of the fun. Good on your opponent for knowing the details and using him to his advantage.
Oof. Pirate is a sneaky boi. He's a real monster of an opponent! :)
@@TheManyVoicesVA He's gotten the drop on me more than once.... But in this particular game the dice later saved my ass as they often do
@@TrailblazerBT hahaha you lucky son of a gun... As they say Battletech is easy. Just roll 12s.
@@TheManyVoicesVA It wasn't really a dramatic head hit thing this time, I just kept rolling well to hit and wore him down. I think my list was also a bit sweatier than his
Ah it wasn't tooooo sweaty, but that's a list I'm building for in person games, want to ensure my opponent wants to play again :D . And I get to use unusual mechs... let's go again!!! ~Pirate
@@toumanihon641 Yeah I remember yours was a little on the gentle side more than mine being cheesy.
This is a very unique way that you have produced explaining the rules through play and sharing it with us. I believe you have hit the nail on the head for these videos. now if you can produce these in short video form I believe you have a money maker on TH-cam. I salute your effort in being original with the information!
I have to say that move on your opponents part was amazing.
Awesome content, love this little nugget.
The moment you said you were bodyguarding a minimum range unit with a minimum range unit I shook my head, though I am surprised that isn't what got you.
Yeeeaaah maybe I should have had them a few more hexes apart instead, so that their minimum ranges didn't overlap. The thing is that the Schrek was so accurate with Gunnery 2 + Precision ammo that even within its minimum range it had a great chance to hit a fast-moving target.
@@TrailblazerBT 7s to hit something like a Wraith if my math is right, which isn't that much more than your Schrek and won't care much about about a couple of 5pt hits. Even if that is banned, a lot of lights would be reasonably safe running into a few 60/40 5pt hits if it takes a juicy target like an assault off the table.
I would go for something like a 3/5 Patton (hits on a 5 against the same target) for a pseudo cLPL, or if all I care about is the bodyguard, my beloved Demolisher.
@@135forte Precision AC10 is definitely better but it's usually banned so it felt dishonorable to take it. But yeah if it's legal a Zhukov with precision would be hella good
Looking at options in MegaMek, I see that the Schrek AC5 is the tankiest option available for that role(ac5 precision ammo sniper), and the backup machine guns helps it even in it's minimal range.
I do think, if the rules permit it, an infantry unit with AC5 field guns might have been a better deal. Conventional infantry can also make attacks against units in the same hex as it.
@@ObiwanNekody Field gunners are deadly!
next time try a Partisan ;^)
I enjoy all of Trailblazer videos 🎉🎉😊
Thanks for the video! This reminded me of one of those chess problems - I'm glad I guessed right! You twice said that the mistake was that the Avatar shouldn't have moved, but you also said that the reason you moved it was to get into range or LOS of a target mech. Isn't the real error that you didn't move the Schrek to the Avatar, or was that choice kind of skewed by the order you chose to move them and when the target opportunity emerged in the initiative phase?
I hadn't considered that the disjointed movement of the units is what caused them to be separated...
@@Miranda_Ghost Good question! The game was a while ago now so I don't remember....
I think this type of introspection is helpful for making everyone a better player. Not as helpful a having more PPC'S, but every little bit helps.
Thank you for sharing this 😊
@ObiwanNekody "I wish I had less PPCs" thought no Battletech player ever.
@@ObiwanNekody This time I consciously took less PPCs on the tank! 😮
@@TrailblazerBT that is part of the lesson. Your decision retrofit a tank to remove PPCs was just the first step of a chain. Well, second maybe, I've heard a bit about this pirate guy and fighting him was maybe also an oops if you were just looking at winning...
I did guess that, but that doesn't matter I would remember to do it myself in a heat of battle. And I certainly made the same mistake twice.
@@HexForger If I could always remember all the good moves I know how to do, I would be way better than I actually am.
A very humble video, but what got me was that Shreck force selection, brutal!
And of course the Avatar has Gaus in the arms 😎
Did you give the Icestorm a punch instead of a Gaus shot that turn- I just want to know he got a fist before your Avatar went down 😢
@@carlwells9504 Gauss on an Omni means no lower arms or hands! :(
@@TrailblazerBT Boo! Makes sense though having such a large weapon on the arm.
I fought a pair of demolisher as part of the opfor last week, it was my first time playing against vehicles in classic and my opponent was new as well, this would have been very helpful to know!
Called it, although I completely forgot (unlike your opponent) the rule that you can stay in the same hex as a vehicle you attack.
I just default to kicking a tank if it's an available option.
IMO the real problem was that your strategy for protecting the Avatar was very obvious and pedestrian / straightforward in nature. In reality the best strategies are based on deception. For example I would leave the Avatar alone in the open field and let it bait him into charging in with whatever close range mechs he chose. Once he did this charge, then I would reveal a prevoiusly hidden light mech like a Wolfhound that moves out from behind the hills and gets right behind his mech that just charged in. And if he didn't fall for the ruse, or simply decided to engage at range, the wolfhound still has an ER large LASER that can be useful in a long range fight. Once you understand that the best strategies are based on deception (like bait and trap) then you can think up a lot of different ways to protect those fire support mechs that don't involve using some form of obvious or visible assets that your enemy can easily observe and plan around. Your goal in strategy should be let the enemy believe he can seize the initiative (or "gain the upper hand") when in reality you are simply setting a trap, essentially letting him "manuever" himself into a bind that you will be able to take advantage of.
@@AccessAccess It's certainly a weakness in my game that I play too straight and don't use much deception or trickery. That's something I want to work on because I know several players who are great at it, including my opponent from this game, and it's a big advantage.
That said we weren't using any hidden units or double blind rules so I didn't have the opportunity to protect the Avatar with a secret mech.
You didn't take enough PPCs, I'm pretty sure that was the problem. This is before I watched the video btw
Having watched this it's pretty clear that the problem was caused by your taking the AC5 Schrek.
In more seriousness that is an interesting decision to try that particular unit loadout. The minimum range on the AC5's makes it seem like a maybe not great choice to deal with a light flanker tho.
@@ObiwanNekody The convention in the MRC is that it's ungentlemanly to take precision ammo on anything bigger than an AC5. Perhaps that's partly because the minimum ranges nerf the ammo a bit
@@ObiwanNekody Like tournaments will usually ban precision AC10 or 20
You took AC5s over PPCs. That was mistake one, me thinks.
@@fedupN But AC5s with -2 to hit!
@@TrailblazerBT RNGesus favors the side with the most PPC's, at least in CBT, so it works out that the probability of getting hits is roughly the same across the course of the game.
@@TrailblazerBT Sure, but PPCs are PPCs! 😁
Rule of cool!
Jokes aside and my extreme personal bias tamped down; with the same number of them and that pilot level?
Err on the side of the bigger boom.
Three rolls per turn should be in yer favor and even hitting all three AC5s wont trigger a pilot check and are unlikely to rip into anything vital.
5:15 ah classic move ive had people lose their minds when ive done this ....... why you would have been better off with say a Rifleman 5N as your precision ammo caddy and just ignored it had large lasers
If the opponent entered the hex with your tank and then changed facing to fire on your Mech, it was an illegal move. See TW pg.57- entering a hex with an enemy unit automatically ends your movement; I.e. you can’t enter an enemy hex and then change facing.
So he made a torso twist. That’s legal…and brutal.
@@Docleegb Yeah it was a torso twist. This was all on Megamek so nothing illegal
This is why i disagree with Mech reviwers who rage against rear mounted weapons , have you actually played BattleTech ? Do you think it happens on an open plain with uninterrupted lines of fire ? Do you think its not going to degenerate into a brawl ?
You know what i would have taken instead of the Avatar and Schrek ? 2 Cataphracts
1:50 you took a Shrek AC Carrier with Precision Ammo and a 2/3 pilot why ? Absolute waste of BV
Oh your stratergy relies on long range shooting with high damage weapons ......... you're playing BattleTech wrong ......... i play against Clans typically 15000 BV where they take 5 death machines i take about 2 companies worth of stuff guess who pretty much always wins ?
@@mathewkelly9968 In the format we play there's a unit cap of 6 so you can't go wide like that. It incentivizes taking a mix of units with different capabilities. Many people like to take one or two slow long range units to go first in the initiative order.
Going wide is such a pain. It's easy for IS to do this not so much for Clans.