Author Topic: Sniper SPA + LRT Clarification [Answered]  (Read 2150 times)

Xochi

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Sniper SPA + LRT Clarification [Answered]
« on: 14 May 2017, 14:44:15 »
We had some dissent in our group on stacking order for some one using the Sniper SPA given by the formation type.

The item that was discussed is when do you apply LRT? Before or after the SPA.
Standard LRT replaces your brackets with  +1 +2 +3 +4 +5.
Sniper SPA reduces all brackets but short by half, so +0 +1 +2 +3 +4.
So the delema is the math below. Could you clarify which is correct?
Ex 1:
+1 +1 +1 +2 +3

Ex 2:
+1 +1 +2 +2 +3

The main issue as you can see is the math for Long Range specifically. The reason being that my oppent was getting aggravated at my snipers standing stationary and hitting his stuff from across the map for Base 4 + TMM and any cover bonus. IE, his assaults were getting smashed with my rolls only needing a 5 at long range.

Thanks!
« Last Edit: 14 August 2017, 15:43:10 by Xochi »

Scotty

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Re: Sniper SPA + LRT Clarification
« Reply #1 on: 14 May 2017, 14:52:38 »
Sniper is applied second.  +1/+1/+2 for short/medium/long is correct.
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NeonKnight

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Re: Sniper SPA + LRT Clarification
« Reply #2 on: 15 May 2017, 10:29:24 »
With Scotty's comment, it also helps if you apply all your modifiers in the following manner (it's the way teach it in the ALPHA STRIKE Academy, and a variation from the BattleTech Boot Camp):

To-Hit Number: The to-hit number is equal to the unit’s Skill plus any other relevant modifiers. The following mnemonic (S.A.T.O.R.) breaks down these down:

S– Skill (attacker’s Skill)
A – Attacker’s Action (did unit move/stand still/jump?)
T – Target unit’s Movement Modifier
O – Other modifiers (terrain/existing critical damage/heat)
R – Range to target

In your Case, your modifiers for your SPA would be accounted for in the O Step. The R Range Step, is not just what number to apply (+0, +2, +4) , but also when to apply it (6", 24", 42").

Even in my Home games I try and force everyone to use this Mnemonic as it makes sure everyone' calculation comes out the same and you don't forget a step.
AGENT #575, Vancouver Canada

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Re: Sniper SPA + LRT Clarification
« Reply #3 on: 03 June 2017, 20:35:29 »
With Scotty's comment, it also helps if you apply all your modifiers in the following manner (it's the way teach it in the ALPHA STRIKE Academy, and a variation from the BattleTech Boot Camp):

To-Hit Number: The to-hit number is equal to the unit’s Skill plus any other relevant modifiers. The following mnemonic (S.A.T.O.R.) breaks down these down:

S– Skill (attacker’s Skill)
A – Attacker’s Action (did unit move/stand still/jump?)
T – Target unit’s Movement Modifier
O – Other modifiers (terrain/existing critical damage/heat)
R – Range to target

In your Case, your modifiers for your SPA would be accounted for in the O Step. The R Range Step, is not just what number to apply (+0, +2, +4) , but also when to apply it (6", 24", 42").

Even in my Home games I try and force everyone to use this Mnemonic as it makes sure everyone' calculation comes out the same and you don't forget a step.

In the Facebook group for AS someone posted it as START which was an easier anagram for me to remember.

S– Skill (attacker’s Skill)
T – Target unit’s Movement Modifier
A – Attacker’s Action (did unit move/stand still/jump?)
R – Range to target
T – Terrain & other modifiers (existing critical damage/heat)

But if you guys are used to it then dont fix what ain't broken.

NeonKnight

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Re: Sniper SPA + LRT Clarification
« Reply #4 on: 04 June 2017, 00:24:32 »
In the Facebook group for AS someone posted it as START which was an easier anagram for me to remember.

S– Skill (attacker’s Skill)
T – Target unit’s Movement Modifier
A – Attacker’s Action (did unit move/stand still/jump?)
R – Range to target
T – Terrain & other modifiers (existing critical damage/heat)

But if you guys are used to it then dont fix what ain't broken.

No, makes sense. Only reason I went with SATOR is to be easily compatable with the GATOR mneumonic from the BATTLEMECH MANUAL (page 25 in the Beta PDF), recreated below:

Quote
G.A.T.O.R.
   The attack process is not complicated—simply a
matter of rolling 2D6 and trying to equal or exceed your
modified Target Number. However, it’s the “modified” part
that can trip a player up: juggling the many potential
modifiers can be imposing.
   After you understand the Target Number Modifiers
section below, you’ll find that “GATOR” is a helpful mnemonic
that reminds you what needs to be taken into account:

G Gunnery Skill Rating of the attacker (the base Target
   Number for the attack). Then add:
A Attacker movement modifier
T Target movement modifier
O Other modifiers (potentially a big category, but
   typically only includes woods, partial cover, and heat)
R Range modifiers

    You start with your Gunnery Skill Rating, then add all
other applicable modifiers as indicated, and the result is your
modified Target Number to roll against. In the Target Number
Modifiers section that follows, modifiers are listed in GATOR
order, beginning with the Attacker Movement Modifier.
    If combined with the use of Movement Dice (see
p. 13), attack resolution can be greatly sped up.
AGENT #575, Vancouver Canada

Xochi

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Re: Sniper SPA + LRT Clarification
« Reply #5 on: 14 August 2017, 15:42:42 »
That is guys for being awesome and helping me sort this out.

pheonixstorm

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Re: Sniper SPA + LRT Clarification [Answered]
« Reply #6 on: 30 August 2017, 20:39:11 »
Was the last one LOS range? If so I don't think Sniper affects that one.