we play standard battletech more than alpha strike. similar to your dry-erase, we used a string. However, once all movement was done, the acting mech can select any point on their string and move the target to a similar point on its string. (the shooter moved 25% and shoots at the target at it's 25% of move) this can drastically change the line-of-sight as well as range. while it did add a bit more complexity, it made the combat far more dynamic. also, the movement rate of the attacker and the displaced hexes for target were considered at full movement, not at the limited movement for stots taken during movement path.
@@bruced648 wow,realy good idea, thank you for explaining that. May I pass rhisnalong to our FB group? You are also welcome to join it if you would like,and you may also co.e onto show sometime to speak about your love of the game and how you play. Very much appreciate the idea you suggested. Thank you
@Gamerswithcoffee while I don't use FB, I am on several battletech discords. being invited onto your show is amazing. as for battletech, I've been playing since Battledroids was new on the store shelf. I still have a complete copy with original models. on a separate note, I am in east Texas. I run a bi-weekly campaign at a store in Tyler. we have a good group of players (20+). some prefer A.S., I prefer standard rules. new players are always welcome!
@@bruced648 wow ,you are far more knowledgeable than us on battletech. Glad you have a local group that plays. Our local stores mostly magic or warhammer40k. Hard to find .battletech here local
@@bruced648 we have friends in Texas that are gamers, we game online thru our service with them.your welcome to game also. Hope you can make our Sunday show and say hi
When using HEX maps for alpha strike, you cut the movement in HALF, the distance for firing in HALF as well. If not using the hex terrain, you measure in inches with a flexible ruler. If you enter woods, it's extra movement to do so. If you enter water, same thing, extra move to do so if the depth is more than zero. Your phoenix hawk model isn't the right model, just like the wraith being used as the wasp. Also, check out the rules for using multi-hit rules, where you roll dice equal to the damage (one pair per point of damage)
@@thelingster9189 thanks didn t know about the firing distance on Hex map. We took I to consideration the woods ,ect. For movement .we used models supplied and and matched them to their respective cards . Thanks for the comment
Really good video. While you don't have to use hex maps for Alpha Strike it does help. Also you were tracking damage backwards. You start on top ( white dots). The lower dots represent possible critical hits. Every colored dot you have to roll a crit.
we play standard battletech more than alpha strike. similar to your dry-erase, we used a string. However, once all movement was done, the acting mech can select any point on their string and move the target to a similar point on its string. (the shooter moved 25% and shoots at the target at it's 25% of move) this can drastically change the line-of-sight as well as range. while it did add a bit more complexity, it made the combat far more dynamic. also, the movement rate of the attacker and the displaced hexes for target were considered at full movement, not at the limited movement for stots taken during movement path.
@@bruced648 wow,realy good idea, thank you for explaining that. May I pass rhisnalong to our FB group? You are also welcome to join it if you would like,and you may also co.e onto show sometime to speak about your love of the game and how you play. Very much appreciate the idea you suggested. Thank you
@Gamerswithcoffee while I don't use FB, I am on several battletech discords.
being invited onto your show is amazing.
as for battletech, I've been playing since Battledroids was new on the store shelf. I still have a complete copy with original models.
on a separate note, I am in east Texas. I run a bi-weekly campaign at a store in Tyler. we have a good group of players (20+). some prefer A.S., I prefer standard rules. new players are always welcome!
@Gamerswithcoffee just looked at the distance - we are 13hrs apart.
@@bruced648 wow ,you are far more knowledgeable than us on battletech. Glad you have a local group that plays. Our local stores mostly magic or warhammer40k. Hard to find .battletech here local
@@bruced648 we have friends in Texas that are gamers, we game online thru our service with them.your welcome to game also. Hope you can make our Sunday show and say hi
When using HEX maps for alpha strike, you cut the movement in HALF, the distance for firing in HALF as well.
If not using the hex terrain, you measure in inches with a flexible ruler.
If you enter woods, it's extra movement to do so.
If you enter water, same thing, extra move to do so if the depth is more than zero.
Your phoenix hawk model isn't the right model, just like the wraith being used as the wasp.
Also, check out the rules for using multi-hit rules, where you roll dice equal to the damage (one pair per point of damage)
@@thelingster9189 thanks didn t know about the firing distance on Hex map. We took I to consideration the woods ,ect. For movement .we used models supplied and and matched them to their respective cards . Thanks for the comment
I have never heard of tracing your movement with dry-erase markers. That's actually really cool.
@@kaipoh265 thank you for.the comment ,. It's kinda fun to see where you start and where you get destroyed.and mostly makes it easier to show .
Really good video. While you don't have to use hex maps for Alpha Strike it does help. Also you were tracking damage backwards. You start on top ( white dots). The lower dots represent possible critical hits. Every colored dot you have to roll a crit.
@@clintwest3720 yup tracked damage . Her mechs hit hard so mostly when she was attacking it was devastating 😂
you've used a wraith model for the wasp....
@@thelingster9189 you have already corrected us on that thank you.