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Made in gb
Longtime Dakkanaut




 Flinty wrote:
Your FDM slicer should be able to let you do raised details on tokens in a different colour. It just pauses the print and lets you feed a new colour in.


probably but have found FDM is unreliable enough that once it works I leave well alone on anything fiddly.

easy enough to have raised text and paint it, or recessed and ink it
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

I just recently ran a demo of Alpha Strike (even though I am a newbie, too) and it was great fun. I had 6 IS mechs versus a Clan Star, and it came down to my lone Thunderbolt firing the kill shots on his lone Cauldron-Born, in a very Robot Jox-esque climax. We use the 2D6 per damage point optional rule, it just "feels" more correct, especially with the ease of splitting fire on multiple targets.

I still hate the formation rules, and we don't bother with them. Feels like too much of a meta exercise, where a game can be heavily tipped before it starts, just through good list building giving you free abilities. It's more fun to just buy what you want at the skill level you want, and pay for any Pilot Abilities. It makes the pilots with the abilities feel more like characters.

Although this last game made me feel a bit weird, as my opponent is a big fan of having all his mechs be skill 2, with a couple Skill 1's, which meant that I more or less had to do the same thing or get slaughtered. It certainly makes the game quick and even more deadly, but it feels a bit "Herohammer" to me when I am used to both BT and AS games where units are skill 3 or 4.

It makes low armor/structure units really scary to even field, when most medium range shots are hitting on 5's or 6's even with cover/woods. Even with multiple attack rolls making it less all or nothing to hit, it threatens to make light units get relegated back to "get hit in one attack phase and evaporate" like with the original damage style.

Next game I want to expand and use some vehicles, Special Pilot Abilities, Battlefield Support, and maybe something interesting like Forced Withdrawal, rather than just generic last man standing fights.

This message was edited 4 times. Last update was at 2024/03/06 01:32:28




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in gb
Longtime Dakkanaut




have played the single shot method and the "single die roll" method

to be honest I prefer the individual rolls, especially with split fire etc, it just feels better. especially with half a dozen or so models per side

last game was a dozen v ten, single rolls work well there, also reduces book keeping as a larger mech landing a hit on a smaller one was quite often a one hit kill

vehicles are fun, have a group of badgers that are nice, annoying, easily damaged but hard to hit as they can hide so well

the withdrawal rules are well worth bringing in by default too, though again smaller mechs tend to pass the tests as they can't survive the sort of damage that modifies it. good on the larger mechs though

aiming to try the special ability stuff here soon as well.

I have tried experimenting with alternate skill levels, two games, the first my opponent had skill 2 on just about all his clan mechs, which was nasty but eye watering expense meant he just didn't have the firepower given my stuff was all skill 4, second game went with max one in a lance/star improved, that can work well
   
Made in ca
Ragin' Ork Dreadnought




Monarchy of TBD

Skill 2 can typically be compensated for by closing with your opponent quickly. Once you run into some of the really high mobility units, you do start wanting at least a skill 2 or 3 to take out the fast movers. JMPS, VTOL, STL (or 2 of them together) can generate TMM 5 or 6, which is very difficult for skill 4 to do anything about. Especially since those units are typically fast enough to avoid you closing to short.

Not that I'd expect any of that nonsense to be coming up in demo games! lol.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in gb
Longtime Dakkanaut




Skill four, six two, skill six, skill zero

all make the same sized crater when you hit them


Automatically Appended Next Post:
Q: looking up how aerospace units work, various articles on line talk about air units not being able to strike until the 3rd turn, talk of "inner ring" "outer ring" etc that I can't see in the commander's edition rulebook.

is there another book somewhere? as in the book I have not seeing anything that would limit air units from overflying the board each and every turn?

additionally level bombing seems to make no sense at all, its described as like strafing, but you stick a point of impact every 2" along the flight path then have to drop a bomb in each.

well the flight path is at least 24" and I have two bombs.

now I assume what this is meant to be is you pick your start point, then drop a bomb, and keep dropping them every 2" until you run out, which makes sense with the diagram and example given but its not exactly clear

is there something I'm missing here?


Automatically Appended Next Post:
ok scratch part of this, found the errata/FAQ that explains level bombing

still non the wiser on the "inner ring" and similar though?

This message was edited 2 times. Last update was at 2024/03/06 16:41:05


 
   
Made in us
Second Story Man





Astonished of Heck

leopard wrote:

Q: looking up how aerospace units work, various articles on line talk about air units not being able to strike until the 3rd turn, talk of "inner ring" "outer ring" etc that I can't see in the commander's edition rulebook.

is there another book somewhere? as in the book I have not seeing anything that would limit air units from overflying the board each and every turn?

I'm not aware of that with Alpha Strike. Last time we used Aerospace Fighters, they started on the table and only left when shot down.

It is an optional rule used with Strategic Operations, though. It's either they were talking about Classic or adapted it for Alpha Strike and continued to work with it from there. It should adapt pretty well. Unfortunately, ASF are really cost-intensive to take for just the few strikes such a system will provide in a standard game, be it with PV in Alpha Strike or BV in Classic.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in gb
Longtime Dakkanaut




 Charistoph wrote:
leopard wrote:

Q: looking up how aerospace units work, various articles on line talk about air units not being able to strike until the 3rd turn, talk of "inner ring" "outer ring" etc that I can't see in the commander's edition rulebook.

is there another book somewhere? as in the book I have not seeing anything that would limit air units from overflying the board each and every turn?

I'm not aware of that with Alpha Strike. Last time we used Aerospace Fighters, they started on the table and only left when shot down.

It is an optional rule used with Strategic Operations, though. It's either they were talking about Classic or adapted it for Alpha Strike and continued to work with it from there. It should adapt pretty well. Unfortunately, ASF are really cost-intensive to take for just the few strikes such a system will provide in a standard game, be it with PV in Alpha Strike or BV in Classic.


articles were definitely about Alpha Strike, I've seen it in AGOAC, like you though not seen it in the commander's edition book, maybe an earlier edition, if there was one?

and also agree the points are waaaay high if they miss half the game
   
Made in us
Brigadier General






Chicago

leopard wrote:


and also agree the points are waaaay high if they miss half the game


I tentatively agree, but by the time you get to including things like aerofighters, I think you're well out of the range of point-up-and-play armies. You're probably into the realm of crafted scenarios such as "Player X and Y each get ____ points to spend on aerospace assets" or, "Player X get's _____ points of aerospace assets and Player Y will receive ___ anti-aircraft installations".

Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in us
Second Story Man





Astonished of Heck

leopard wrote:articles were definitely about Alpha Strike, I've seen it in AGOAC, like you though not seen it in the commander's edition book, maybe an earlier edition, if there was one?

The Commander's Edition is effectively the 2nd Edition book of Alpha Strike.

leopard wrote:and also agree the points are waaaay high if they miss half the game

Yeah, there needs to be 2 different types of BV/PV for ASF. 1 for if they will be on the board all the time. 1 for dedicated air/void battles.

Eilif wrote:I tentatively agree, but by the time you get to including things like aerofighters, I think you're well out of the range of point-up-and-play armies. You're probably into the realm of crafted scenarios such as "Player X and Y each get ____ points to spend on aerospace assets" or, "Player X get's _____ points of aerospace assets and Player Y will receive ___ anti-aircraft installations".

If this was Classic, where finding everything and incorporating it is a challenge, I agree. However, Alpha Strike does have everything there in one book and is rather easy to incorporate. However, not having Flak, your own ASF, or Snipers will make it annoying.

This message was edited 1 time. Last update was at 2024/03/08 20:00:22


Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in gb
Longtime Dakkanaut




this being a 2nd edition suddenly makes sense, cheers

doubt aerotech units will get used all that much, bit like ground vehicles, I mean you could do just them and the game should work with just them but its really all about big stompy things being big and being stompy, the other stuff being there to help them stomp and be big so to speak

   
Made in us
Second Story Man





Astonished of Heck

leopard wrote:
doubt aerotech units will get used all that much, bit like ground vehicles, I mean you could do just them and the game should work with just them but its really all about big stompy things being big and being stompy, the other stuff being there to help them stomp and be big so to speak

A lot of it depends on the scenarios the group is doing. If it's just kill-mongering, Mechs are usually tougher, but ASF are reasonably good at doing that, too, as well as surviving.

I do use Combat Vehicles moderately often. Last time I used 2 Pattons. Part of it is Combat Vehicles are cheap due to always taking a chance at being Immobilized (happened both games), and Pattons carry a LOT of Armor for their size. I often use J. Edgars as well, as some of our normal Objectives involve getting to the Rear, so fast units are pretty much needed.

However, availability of access is as important as ease of play. So far, the plastic ASF aren't available in most FLGS, and with IronWind models it's been more miss than hit when looking in stores. This will likely remain in place until they decide how they want to proceed with Aerospace (they're looking in to it right now). Same could be said of Vehicles, but the Kickstarter will remedy that part a lot, I think, when they hit stores.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in ca
Ragin' Ork Dreadnought




Monarchy of TBD

leopard wrote:
this being a 2nd edition suddenly makes sense, cheers

doubt aerotech units will get used all that much, bit like ground vehicles, I mean you could do just them and the game should work with just them but its really all about big stompy things being big and being stompy, the other stuff being there to help them stomp and be big so to speak



I'm thinking that will likely shift with the release of the new kickstarter. Vehicles are cheaper than mechs, usually because they're much more specialized. Mechs are flexible, but more expensive. The main thing holding folks back from using vehicles, especially people getting into it recently, is a vehicle or two costs as much as 4 plastic mechs. Once they're available in plastic, I expect to see them proliferate. My local group uses them extensively, and as long you're willing to work with them, it's much easier to get your points worth out of them than mechs.


If you want indirect fire, the LRM carrier can give you 3 for 22 pts. That's 1 point more than a Locust 1M.
The Longbow can do it for 36. Granted, it's much tougher, but as long as you don't mind parking the LRM carrier behind cover (and coincidentally getting that -1 mod) it shouldn't be hit.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

I want to play combined arms, and at first blush after reading them I really wish the Formation building rules were more flexible about vehicles in lances, like with mechs. I don't want to have to constantly buy pairs of matched vehicle models or Aerospace fighters, unless you are using them as Comstar, which don't seem to care, lol.

For instance, I play Inner Sphere, and don't want to have to automatically buy 4 helicopter models, in 2 matched pairs, just to field them, because every Lance/Star has to have everything have the same movement style. I wish I could have, for instance, three hovercraft and a helicopter in a Striker or Pursuit Lance. Or two hovercraft and two helicopters.

I have been pushing my evening Classic group to play Alpha Strike, and at least a couple of them really dislike the formation rules, so I was thinking of just encouraging the building of forces (300 points) using whatever we want, just using points, and purchase Special Pilot Abilities on units we want to be Heroes/Commanders. Then just apply the Rule of Thumb in the Special Pilot Ability section where no more than 1 in 4 units should get an Ability.

This message was edited 6 times. Last update was at 2024/03/09 15:36:45




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Second Story Man





Astonished of Heck

We don't use Formations in our group. This has the convenience of not having to deal with such, but also the counter in that we don't get those bonuses, either.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in ca
Ragin' Ork Dreadnought




Monarchy of TBD

Formations are definitely an odd bit of the rules. I don't have as much experience with them, but as written they don't work well with Comstar, who are supposed to mix everything but Aerospace in their level IIs, or Capellans, who later on start using Reinforced Lances with 4 mechs and 2 vehicles.

Great point, AegisGrimm. There's a lot of vehicles I'll take one of, but don't really want 2 of on the field at once.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Yeah, pretty much. It's actually pretty easy to conform to formation requirements with all the available mechs, but none of us have vehicle collections that would fit with the strict requirements rules. I have a good start on a collection with about a half dozen vehicles each for two different factions, but the rest of the players mostly just have the new Catalyst mechs or a few 3D prints.

I'm hoping to get a couple games played next week and maybe the week after for some practice; our local store is having a bit of an event at the end of the month, where it's basically going to be a 3 vs. 3 (or maybe even a 6 vs. 6) group game where each player fields a lance.

I'm pretty excited, as Classic doesn't really "click" with me (makes my brain sooo tired to do a full night of math and counting after a day of work), and nobody has shown much interest in "downgrading" to Alpha Strike, even though the couple 250-300pt games I have been able to demo with new players have been great fun.

This message was edited 3 times. Last update was at 2024/03/09 20:54:27




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in gb
Moustache-twirling Princeps




United Kingdom

CatalystGameLab wrote:If you were curious about how the new pre-painted Orion looked in the Star League Command Lance...

HERE YOU GO!

Seriously, this thing looks fantastic, and the paint is super durable! Looking forward to playing with it soon!


Spoiler:
   
Made in gb
Fixture of Dakka







For a pre-paint, that's pretty good - though the mold lines on the legs do stand out a bit.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Brigadier General






Chicago

 AegisGrimm wrote:
I want to play combined arms, and at first blush after reading them I really wish the Formation building rules were more flexible about vehicles in lances, like with mechs. I don't want to have to constantly buy pairs of matched vehicle models or Aerospace fighters, unless you are using them as Comstar, which don't seem to care, lol.

For instance, I play Inner Sphere, and don't want to have to automatically buy 4 helicopter models, in 2 matched pairs, just to field them, because every Lance/Star has to have everything have the same movement style. I wish I could have, for instance, three hovercraft and a helicopter in a Striker or Pursuit Lance. Or two hovercraft and two helicopters.

I have been pushing my evening Classic group to play Alpha Strike, and at least a couple of them really dislike the formation rules, so I was thinking of just encouraging the building of forces (300 points) using whatever we want, just using points, and purchase Special Pilot Abilities on units we want to be Heroes/Commanders. Then just apply the Rule of Thumb in the Special Pilot Ability section where no more than 1 in 4 units should get an Ability.


At 300 points there's not much reason to stick with formation rules. There's just not that many units on the table so it's quite limiting unless you're playing a specific scenario. I really like the look of platoons of vehicles, but that really functions best when you have alot of minis on the table and are getting around 500 points.

Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

We actually got in a really fun 2v2 game where each player fielded 250 points. Taught a brand new player that was interested in what we were doing how to play Alpha Strike, and he bought a Clan force pack the very next day.

Highlights include a Flashman taking just a single point of damage from the first attack to hit it on the FIRST turn, and it was a Natural 12, giving it an "ammo explosion" and resulting in stunned silence. If we hadn't realized it was an Energy-only mech, an assault mech with no prior damage would have just completely exploded, straight out of the factory, before it even had a chance to fire a single time lol. Then an Orion with three(!) Fire Control hits ran up and destroyed my Battlemaster that still had half it's armor left, with a well-placed physical attack. Among the damage was a Natural 12....and then it rolled a "Unit Destroyed" result.

This game had to have seen at least 6-7 Fire Control hits, and probably 4 "weapon destroyed" results. And once, a mech took TWO critical hits, both from Structure damage and from a natural 12, and they both resulted in "No Critical". And not even the same result. It was one of each!








We are practicing 250 point AS forces for three straight Wednesdays because crazy enough, Randall Bills from Catalyst is going to be visiting our gaming store at the end of the month on the 29th, and we are going greet him with a GIANT Alpha Strike battle, hopefully of at least 4x4 or even 6x6 with each player fielding 250 points of mechs. Hell, that's going to be at least 40 mechs on a 4x12 foot table.

This message was edited 7 times. Last update was at 2024/03/15 03:34:12




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Brigadier General






Chicago

beast_gts wrote:
CatalystGameLab wrote:If you were curious about how the new pre-painted Orion looked in the Star League Command Lance...

HERE YOU GO!

Seriously, this thing looks fantastic, and the paint is super durable! Looking forward to playing with it soon!


Spoiler:


So have I missed something big? Is Battletech getting into the prepainted game? Or is this just a one-off?
   
Made in gb
Moustache-twirling Princeps




United Kingdom

 Eilif wrote:
So have I missed something big? Is Battletech getting into the prepainted game? Or is this just a one-off?
Currently only that Orion:

Sarna wrote:Announced during the PAX Unplugged 2023 live streams, the Star League Command Lance is the first in a series four Star League-themed ForcePacks intended to celebrate BattleTech's 40th Anniversary with a presently planned release date of Q1 2024. All four miniatures are so-far exclusive to this pack, either unique sculpts of pre-existing 'Mechs, either new variant or alternate pose, or the debut appearance of their CGL respective miniature. Additionally the pack is notable for including one pre-painted miniature - Aleksandr Kerensky's Orion.
   
Made in de
Pulsating Possessed Chaos Marine






 Eilif wrote:
So have I missed something big? Is Battletech getting into the prepainted game? Or is this just a one-off?

Catalyst plans to release one Force pack per quarter independent of the stuff from the kickstarter with one prepainted mini each. The boxes are themed around the different iterations of the Star League with the 3rd getting two.
   
Made in gb
Fixture of Dakka







 AegisGrimm wrote:
We are practicing 250 point AS forces for three straight Wednesdays because crazy enough, Randall Bills from Catalyst is going to be visiting our gaming store at the end of the month on the 29th, and we are going greet him with a GIANT Alpha Strike battle, hopefully of at least 4x4 or even 6x6 with each player fielding 250 points of mechs. Hell, that's going to be at least 40 mechs on a 4x12 foot table.

That sounds like a fun event - hope everything goes smoothly, and please get pictures!

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Lieutenant General





Florence, KY

beast_gts wrote:
 Eilif wrote:
So have I missed something big? Is Battletech getting into the prepainted game? Or is this just a one-off?

Currently only that Orion:

There are plans for Second Star League Assault Lance (the Daishi, Prometheus), Third Star League Striker Star (a Lament) and Third Star League Battle Star (most likely Alaric Ward's Savage Wolf) to also have a pre-painted miniature each.

https://bg.battletech.com/books/upcoming-releases/

This message was edited 1 time. Last update was at 2024/03/15 20:42:06


 
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Thanks - I missed that.
   
Made in gb
Longtime Dakkanaut




Ok, so UrbanMechs..

whats a good way to use them? thinking initially given they are low movement, rubbish armour, very easy to hit they need to be off to one side, as a group and aiming for some terrain they can use to block incoming fire then hold

sucks if thats no where important or not on the board I guess.

sort of a small "nest" of vicious ankle biters that will take force well beyond their worth out of the battle if an enemy wishes to harm them but that can later spring some medium range shots to help when the centre engages?

for refer, likely playing with the splitting fire rules so sadly the idea of one tin can exploding to keep a clan mech with damage "8" busy for a turn doesn't work.

I'm not expecting much from a quartet of them other than a distraction/irritation and a way to hold ground until they are forced to go away, say by a passing butterfly sneezing at them

very much open to suggestions, obviously they can function as indirect fire spotters, but suspect something faster will be more useful at that, never hurts to be able to though, and also should be able to hold a flank against one or two enemy light mechs if thats all that goes there
   
Made in us
Brigadier General






Chicago

Spoiler:
Ghaz wrote:
beast_gts wrote:
 Eilif wrote:
So have I missed something big? Is Battletech getting into the prepainted game? Or is this just a one-off?

Currently only that Orion:

There are plans for Second Star League Assault Lance (the Daishi, Prometheus), Third Star League Striker Star (a Lament) and Third Star League Battle Star (most likely Alaric Ward's Savage Wolf) to also have a pre-painted miniature each.

https://bg.battletech.com/books/upcoming-releases/




Dysartes wrote:
 AegisGrimm wrote:
We are practicing 250 point AS forces for three straight Wednesdays because crazy enough, Randall Bills from Catalyst is going to be visiting our gaming store at the end of the month on the 29th, and we are going greet him with a GIANT Alpha Strike battle, hopefully of at least 4x4 or even 6x6 with each player fielding 250 points of mechs. Hell, that's going to be at least 40 mechs on a 4x12 foot table.

That sounds like a fun event - hope everything goes smoothly, and please get pictures!


Thanks so much for that info. Seems a weird way to do it as those who prefer painted and unpainted minis are not always the same people. Still, I assume it's a good way to test the water.

As mentioned before, I play with rebased Mechwarrior Clix and I like that not having to paint them gives me more time to focus on building terrain and painting 28mm figures, my main scale focus. I imagine there may be other folks like me out there.
   
Made in us
Fixture of Dakka





leopard wrote:
Ok, so UrbanMechs..

whats a good way to use them? thinking initially given they are low movement, rubbish armour, very easy to hit they need to be off to one side, as a group and aiming for some terrain they can use to block incoming fire then hold

sucks if thats no where important or not on the board I guess.

sort of a small "nest" of vicious ankle biters that will take force well beyond their worth out of the battle if an enemy wishes to harm them but that can later spring some medium range shots to help when the centre engages?

for refer, likely playing with the splitting fire rules so sadly the idea of one tin can exploding to keep a clan mech with damage "8" busy for a turn doesn't work.

I'm not expecting much from a quartet of them other than a distraction/irritation and a way to hold ground until they are forced to go away, say by a passing butterfly sneezing at them

very much open to suggestions, obviously they can function as indirect fire spotters, but suspect something faster will be more useful at that, never hurts to be able to though, and also should be able to hold a flank against one or two enemy light mechs if thats all that goes there


You use UrbanMechs for the LOLs.

For serious fighting, there are many armored vehciles that have as good if not better firepower, better speed, and are FAR cheaper.

CHAOS! PANIC! DISORDER!
My job here is done. 
   
Made in gb
Longtime Dakkanaut




well LOL value works, I do have a couple of AFV.

pondering upping the skill level on Urbans to drop the cost, feels a bit gamey though
   
 
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