Author Topic: Alpha Strike: A Quick-Playing Tactical Miniatures Game  (Read 206823 times)

glitterboy2098

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #510 on: 30 July 2013, 15:03:50 »
might be a casualty of the damage abstraction.. since its just "melee" instead of defined punches or kicks, the damage is probably supposed to represent an entire period of time devoted purely to punching and kicking. sorta like the Protomech frenzy attack in the standard game.

Atlas3060

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #511 on: 30 July 2013, 15:17:39 »
I too think its about the abstraction, if you keep this rule then things can pop faster.
If things pop faster, it leads to faster game play, which is the goal for this scale.
Besides you'll eventually get to a point of abstraction where you can't do physicals at all in pure Regiment on Regiment "I'm a House Lord" scale. That's all assuming we ever get the rulebook for that of course.  :)
It's not about winning or losing, no it's all about how many chapters have you added to the rule books after your crazy antics.

Weirdo

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #512 on: 30 July 2013, 15:22:02 »
That's all assuming we ever get the rulebook for that of course.  :)

That's Alex Knight's next job after he's done with the MUL. And he's got a christmas deadline. ;)
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Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #513 on: 30 July 2013, 15:25:04 »
That's Alex Knight's next job after he's done with the MUL. And he's got a christmas deadline. ;)

Just as soon as you get those economic rules to me...  >:D

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #514 on: 30 July 2013, 15:28:19 »
Just as soon as you get those economic rules to me...  >:D

You're asking me to go to R'lyeh again?!

You're paying for the gas this time. >:(
My wife writes books
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Papabees

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #515 on: 30 July 2013, 15:29:06 »
Under Quickstrike/BattleForce, the default was for special attacks such as missiles or autocannons to be listed in the unit abilities section, but not factored into the base damage level.  So you'd look them up and add them to the S/M/L damage.  In Alpha Strike, it's the other way around:  The damage level includes them by default, and you subtract them if you're using a special ability.

I have to say, this way seems more confusing to me because of special abilities. I would have thought leaving them separate just makes more sense. Maybe even change the cards slightly so it looks like this (no mech in particular):

                 S +0     M +2     L +4
Att               2           2           1
AC               2           2           0
LRM             1           1           1

It would change the cards a bit but not really any more typing. Maybe I'll just make this an at home project.

Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #516 on: 30 July 2013, 15:34:00 »
I have to say, this way seems more confusing to me because of special abilities. I would have thought leaving them separate just makes more sense. Maybe even change the cards slightly so it looks like this (no mech in particular):

but then you run into issues.  For instance, a single LRM-20 gives a damage profile of 1/2/2 (6 then 12 damage rounded up).  It gives an LRM special of 1/1/1 however.

Now what if you have an LRM-20 and a small laser?  Combined it's a damage profile of 1/2/2, separate it's 1/0/0 and 1/1/1.  See the issue?

nckestrel

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #517 on: 30 July 2013, 15:36:46 »
So just saw one thing in here that's got me a bit annoyed. Page 42 under physical attacks.

A unit cannot make physicals attacks in the same turn they have made a weapons attack  >:(

Not entirely sure why there even needs to be that limitation and definitely something my group will likely vote to ignore. Unless someone can convince me there's a logic to it that doesn't make units with the MEL units into dead weight. It also affects units with the AM ability which removes some of the danger of infantry/BA when stacked against its incredible fragiity

It's definitely an example of the one of the more extreme "keep Alpha Strike simple" rules in the game.
An assault 'mech (size 4) does not deal 40 damage with physical attacks.  So the 4 physical damage isn't just it's actual physical attacks.  But since it doesn't actually use the weapon damage values, it's a VERY simple approximation of weapons fire with physicals.  As in it doesn't actually care what weapons (if any) you have.

If you're going to house rule using physicals and weapon attacks from the same unit in the same turn, I might suggest halving the size value for the physicals.  An AS7-D does 20 damage with a kick/hatchet/2 punches, not 40.  You can debate rounding up or down :).


Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #518 on: 30 July 2013, 15:42:36 »
You're asking me to go to R'lyeh again?!

You're paying for the gas this time. >:(

Deal.  I swiped Paul's card.

nckestrel

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #519 on: 30 July 2013, 15:46:54 »
I have to say, this way seems more confusing to me because of special abilities. I would have thought leaving them separate just makes more sense. Maybe even change the cards slightly so it looks like this (no mech in particular):

                 S +0     M +2     L +4
Att               2           2           1
AC               2           2           0
LRM             1           1           1

It would change the cards a bit but not really any more typing. Maybe I'll just make this an at home project.

But what about FLK?  And IF?   Do you add ART to your standard attacks?  What about NARC?
When do you add TUR values? Do you add all the TUR values?

In Alpha Strike, you use base damage.  Keep it simple.
What about FLK?  If you are firing at an aerospace unit, check what it says.  Otherwise, doesn't matter.
What about AC?  If you want to use AC special munitions, check what it says.  Otherwise, doesn't matter.
What about TUR? If you want to fire at a target not in your front arc, check your TUR.  Otherwise, doesn't matter.

You only uses special abilities when there's a special situation.   If you're just firing at a unit in your front arc, and you forget them, you're fine. 

Shoot things, blow them up.  This isn't a game of figuring out which numbers to add to which.  The rule is don't add them.
If you're using a special ability, the special ability will say what to do with the numbers (and it's never* add them).


*one exception, TOR.  There's always an exception.  BLAH.

Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Paul

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #520 on: 30 July 2013, 15:49:02 »
Deal.  I swiped Paul's card.

Hah! Joke's on you! It only works on E100.
The solution is just ignore Paul.

Weirdo

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #521 on: 30 July 2013, 15:52:00 »
Deal.  I swiped Paul's card.

It's abominating time. 8)
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Charlie Tango

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #522 on: 30 July 2013, 15:57:45 »
So just saw one thing in here that's got me a bit annoyed. Page 42 under physical attacks.

A unit cannot make physicals attacks in the same turn they have made a weapons attack  >:(

Not entirely sure why there even needs to be that limitation and definitely something my group will likely vote to ignore. Unless someone can convince me there's a logic to it that doesn't make units with the MEL units into dead weight. It also affects units with the AM ability which removes some of the danger of infantry/BA when stacked against its incredible fragiity

Yeah, but since there aren't specific/separate phases for weapons fire or physical combat you're just making an attack. So adding in the weapon damage would make it ridiculous for things like a Berserker. 

Take, for example, the Hatchetman.  He'd be 2/2/0.  But with his size and the MEL special ability, he'd do 3 on a physical attack.  So it is really reflects the damage from short-range combat.
« Last Edit: 30 July 2013, 16:09:28 by Charlie Tango »
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Papabees

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #523 on: 30 July 2013, 16:00:55 »
but then you run into issues.  For instance, a single LRM-20 gives a damage profile of 1/2/2 (6 then 12 damage rounded up).  It gives an LRM special of 1/1/1 however.

Now what if you have an LRM-20 and a small laser?  Combined it's a damage profile of 1/2/2, separate it's 1/0/0 and 1/1/1.  See the issue?

Somewhat. How was the LRM Special handled in the previous game?

Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #524 on: 30 July 2013, 16:39:48 »
Somewhat. How was the LRM Special handled in the previous game?

Separately.  Which is to say, poorly.  ;)

Corrinald

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #525 on: 30 July 2013, 18:21:24 »
Very cool book.  I am greatly looking forward to playing Alpha Strike.  My hope is that it can rekindle some interest from the local guys and maybe draw in some new players.  My group generally prefers large games, but simply don't have the time for a 15-hour battle these days. 

I like the fast playing simplicity of it.  I do have one dumb question - do units only have one firing arc? (i.e., they can't shoot behind them?)

Love the pictures in the book and all of the sample armies!

nckestrel

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #526 on: 30 July 2013, 18:49:08 »
Yep, only one arc.  You'll need a turret to shoot outside that arc.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #527 on: 30 July 2013, 21:38:54 »
It's done when it's done and it's not done before then.

2,644 out of 4,509 completed.

glitterboy2098

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #528 on: 30 July 2013, 21:50:22 »
Does that total include units that didn't have cards already?

Von Ether

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #529 on: 30 July 2013, 21:51:43 »
2,644 out of 4,509 completed.

 [cheers] Keep it up. We're rooting for ya!
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Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #530 on: 30 July 2013, 22:14:51 »
Does that total include units that didn't have cards already?

If it has a (non-AS) sheet and it's smaller than a Small Craft, it's part of that total.

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #531 on: 30 July 2013, 22:18:50 »
Hah! Joke's on you! It only works on E100.
100% ethanol fuel is is going to be rough on the car but it will get them there, and hopefully back (And going to visit Cthulhu? That sort of thing is minor)

Paul

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #532 on: 30 July 2013, 22:22:31 »
100% ethanol fuel is is going to be rough on the car but it will get them there, and hopefully back (And going to visit Cthulhu? That sort of thing is minor)

Either you gas up at a local NASCAR venue, or your gas stations are odd/ahead of their time...
The solution is just ignore Paul.

glitterboy2098

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #533 on: 30 July 2013, 22:23:37 »
If it has a (non-AS) sheet and it's smaller than a Small Craft, it's part of that total.
Including LAM's? Or are those on hold until a suppliment is made with specific rules for them?

Alexander Knight

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #534 on: 30 July 2013, 22:26:51 »
Including LAM's? Or are those on hold until a suppliment is made with specific rules for them?

Can't say.

glitterboy2098

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #535 on: 30 July 2013, 22:33:11 »
Fair enough. I just really like LAM's, and look forward to a chance to using mine in this ruleset.

SCC

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #536 on: 30 July 2013, 23:08:25 »
Either you gas up at a local NASCAR venue, or your gas stations are odd/ahead of their time...
Was the best I could come up with for what E100 meant

Von Ether

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #537 on: 31 July 2013, 00:12:58 »
My apologies, I missed what the 10% of conversion was between QS to AS was. I'm looking at the stats and they all seem pretty similar. What am I missing.

My goal for asking is because I plan to convert over the Intro Box Mech cards ASAP for some demo games.
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Adrian Gideon

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Re: Alpha Strike: A Quick-Playing Tactical Miniatures Game
« Reply #539 on: 31 July 2013, 00:23:44 »
So...Herb posted this over on facebook...

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