BattleTech - The Board Game of Armored Combat
BattleTech Game Systems => Ground Combat => Topic started by: MoneyLovinOgre4Hire on 27 March 2024, 01:25:54
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Am I reading the rules for Magnetic Clamps correctly in that non-omnimechs are able to use their full jump MP while carrying BA in this way?
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Well, the rule says nothing about jump MP, only that Walking/Cruise MP gets reduced by 1 if carrying battle armor. So jump away.
Unless it is one of the few jumping vehicles like the Kanga, which cannot expend jump MP while carrying mechanized battle armor.
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Okay, that's what I thought, but since my group doesn't use BA much and has never used mag clamp BA at all that I'm aware, I wanted to check on it.
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Makes sense. Never hurts to check. As i like to say, "it ain't Battletech unless some rule is played wrong"...
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Makes sense. Never hurts to check. As i like to say, "it ain't Battletech unless some rule is played wrong"...
Small mistakes should not bother anyone experienced. They happen. Big mistakes should be caught by them.
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I figure most experienced players do make mistakes with Battletech. I know i do. Usually it is indeed just small stuff.
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A miracle has happened if you can get through a game of Battletech without a small rule misplay or figuring to hit rolls.
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Am I reading the rules for Magnetic Clamps correctly in that non-omnimechs are able to use their full jump MP while carrying BA in this way?
That is correct.
That said, the most common way I deploy MagClamp BA is via SAVANNAH MASTER, so I still take the -1 :evil: zoom zoom
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Yeah, I'm putting a force together and was planning to include a squad of Marauder BA and carry them with a Wolverine 9W2. Wanted to make sure it was a legit strategy.
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Kicking jumping BA out of a flying VTOL was a game changer to me.
Made it VERY easy to deploy jumping suits into places to deny terrain. Your opponent wants to race to control the woods in the middle of the map? Well, I place a point of Elementals there in turn 1 with a +2 to hit in addition to the woods bonus.