Author Topic: Alpha Strike Companion Content Suggestions  (Read 33443 times)

Precentor Martial

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Alpha Strike Companion Content Suggestions
« on: 22 November 2013, 10:57:21 »
The following thread is for discussion of content for the under development Alpha Strike Companion. You can ask questions of why rules were done in a certain way, a wish list of additions and so on.

Please note, this is NOT a thread for specific errata. Use the "Errata" thread for that work.

DarkSpade

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Re: Alpha Strike Companion Content Suggestions
« Reply #1 on: 22 November 2013, 11:58:46 »
Quirks.  Both for the unit, and the pilots.
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Azakael

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Re: Alpha Strike Companion Content Suggestions
« Reply #2 on: 22 November 2013, 12:00:02 »
Whys:

1.) Why is the movement example from the Introduction section simply reused in the Standard rules section instead of an example that would have been pertinent to new rules introduced in that section?

2.) Why were the Battletech -> Alpha Strike conversion rules not included in the book?

3.) Why set forces for the Army Lists, rather than a list of force options? (I.E. Instead of, here's a Davion Company, here's an iconic list of Davion 'Mechs you can use for your company.)

Wish Listing for additions:

1.) LAM rules. ;-)

2.) Expanded Aerospace rules. Alpha Strike in Spaaaaaace!

3.) Conversion rules included.

4.) Alpha Strike specific point system with revised army lists.

5.) More notable pilots and rides similiar to what was in the Ad-Hoc unit pack.

6.) Faction (or unit) specific rules (highly optional) for giving the force a playstyle that fits their in-universe modus operandi.

7+.) This space reserved for more ideas.
« Last Edit: 22 November 2013, 12:47:35 by Azakael »

IronSphinx

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Re: Alpha Strike Companion Content Suggestions
« Reply #3 on: 22 November 2013, 12:04:40 »
Two house rules we use in my games:

1. Bipedal 'Mechs can torso twist one hex facing right or left.

2. Jumping 'Mechs only get the +1 defensive bonus when they've jumped during the current turn's movement phase. (we're also testing giving the jumping 'Mech a +1 penalty to their to-hit rolls)

And something I'd like to see--if there was a way to make it work within the rules:

Instead of all weapons being lobbed into one damage value, I'd like to have four weapons categories with individual damage values for each: Energy, Ballistic, Missile, Artillery. So instead of only one dice roll, you'd have multiple--one for each weapon category that your 'Mech carries. That way, even if your energy weapons miss, you still have a chance of hitting with something else rather than the current 'one chance to hit or miss' rule. There's probably a cascading effect on other rules with this (like how do you handle Overburn?), but I think that having separate weapons categories better reflects the flavor of Battletech and expands the options for pilots during campaign play so we can put character points into making our pilot a missile boat ace or a ballistic weapons ace, etc.
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Martius

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Re: Alpha Strike Companion Content Suggestions
« Reply #4 on: 22 November 2013, 14:06:16 »
Rules that affect a group of units in formations, giving them boni or mali.

So for example if I mix Infantry and tanks the tanks can provide cover for the advancing PBIs, reducing some damage they take but at the same time forcing the tanks to move slowly and forfeit some of their defensive mods.


Alex Keller

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Re: Alpha Strike Companion Content Suggestions
« Reply #5 on: 22 November 2013, 14:52:32 »
I'd like to see conversion rules in the companion as well as rules for Aerotech in space.

Quirks are cool, maybe include some of those along with PV values if possible. Also, rules on the use of AToW Special Abilities would be useful. Cross-advertising!

I think the Jump Jet rules are a little weird. Maybe jump jets should be treated more like a Special Ability where a unit can choose to activate jump jets but suffers a firing penalty. It's just really strange the way Alpha Strike ("AS") currently plays where it's assumed the mech is always jumping.

Record sheets for AS should have the movement to-hit number value on each sheet rather than forcing players to reference the rule book. It seems like a simple thing, but it would be very useful for new players or when using many types of units.

I'd like some rules for Targeting Computers and other firing enhancement equipment. Sort of like TacOps but for Alpha Strike.
« Last Edit: 22 November 2013, 17:19:08 by Alex Keller »

wolfspider

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Re: Alpha Strike Companion Content Suggestions
« Reply #6 on: 22 November 2013, 16:37:43 »
I would like to see a way to use formations to screen units. The fluff talks all the time about light and medium units being used for screening for your heavy and assault units. Also I would love to see on board Aero space rules. The abstract system just doesn't feel right to me. Plus I think legendary commanders that effect the way an army plays would be awesome ( Victor, Jamie Wolf, Morgan Kell, Natasha Kerensky etc). Army list for various time periods would rock!
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Re: Alpha Strike Companion Content Suggestions
« Reply #7 on: 23 November 2013, 00:08:51 »
I'd love to see rules that can improve the performance of infantry or BA, similar to all the fun stuff they can do in TacOps such as Fast Movement, Digging In, and such.

Space combat would also be cool, though I really can't imagine what would be needed aside from transcribing the relevant chapters from StratOps word for word. Seriously, BattleFace(see sig) is one of the best space combat rule systems Battletech has ever had. Something adapting the Abstract System's radar map to space combat could be cool, though. Use it to represent battles ranging over a given sector of space, such as different areas of a planet's orbitals. O0
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Deathrider6

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Re: Alpha Strike Companion Content Suggestions
« Reply #8 on: 23 November 2013, 02:16:35 »
  Would like to see a large scale campaign rules set (regiment on regiment) or rules for linking multiple small egagements to achieve one result.
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Von Ether

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Re: Alpha Strike Companion Content Suggestions
« Reply #9 on: 23 November 2013, 05:31:42 »
My wish list, new idea first, then my support for previous ideas mentioned:
 1.     Example army lists using the plastic figs from the intro box.
 2.    Cardboard 3-D terrain.
 3.    Objective tokens
 4.    Tweaked melee rules.
 5.    Campaign rules for ace pilot abilities instead of skill increase.
 
Ideas that I agree with wholeheartedly:
 1.    Alternate pt system
 2.    TMM bonus spot on the character sheet.
 3.    If I had to choose between Flavor rules for ace pilots/units/mechs. I'd go with that order.
 4.    More war chest tracks.
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Freak

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Re: Alpha Strike Companion Content Suggestions
« Reply #10 on: 23 November 2013, 09:39:44 »
Had an idea while reading the rulebook for Alpha Strike earlier, how about Double Blind Deployment.

It was a feature in the 3rd Edition of Warzone and was really cool, during on-board deployment players place the unit card face down to represent the unit and when the game starts it is revealed as soon as it does anything other then stand still by flipping it over and placing the model in the center of the card. Alternatively you could use numbered tokens for the same thing.
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Fabe

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Re: Alpha Strike Companion Content Suggestions
« Reply #11 on: 23 November 2013, 10:25:13 »
Two things I would like to see

 1) Unit/force lists covering other eras starting with the pre-clan succession war and/or what even era the introductory box set is meant to cover .


 2) Advanced rules for buildings and other  structures so we can have armed fortresses and other military buildings in Our games. Having alpha strike stats for the buildings in this supplement would be great http://bg.battletech.com/download/HexPack%20Promotion%201.pdf
« Last Edit: 23 November 2013, 10:43:49 by Fabe »

eilif

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Re: Alpha Strike Companion Content Suggestions
« Reply #12 on: 23 November 2013, 11:45:43 »
I'd love to see an alternate points system where points are determined by what's on the AS card not what the original battle value was. Possibly even going into half points for infantry.    That's really my biggest beef.  It doesn't come up too often, but when I've got a bunch of infantry that are all one point, yet some are clearly twice as deadly it becomes obvious that something is wrong with the points scheme.

I'd also like to see LAM rules. 
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Dropkick

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Re: Alpha Strike Companion Content Suggestions
« Reply #13 on: 23 November 2013, 13:21:29 »
I'd like to see...

More options for infantry

LAM rules

Official Rules for larger space operations

thanks


Papabees

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Re: Alpha Strike Companion Content Suggestions
« Reply #14 on: 23 November 2013, 17:50:07 »
Jumping 'Mechs only get the +1 defensive bonus when they've jumped during the current turn's movement phase. (we're also testing giving the jumping 'Mech a +1 penalty to their to-hit rolls)

And something I'd like to see--if there was a way to make it work within the rules:

Instead of all weapons being lobbed into one damage value, I'd like to have four weapons categories with individual damage values for each: Energy, Ballistic, Missile, Artillery. So instead of only one dice roll, you'd have multiple--one for each weapon category that your 'Mech carries. That way, even if your energy weapons miss, you still have a chance of hitting with something else rather than the current 'one chance to hit or miss' rule. There's probably a cascading effect on other rules with this (like how do you handle Overburn?), but I think that having separate weapons categories better reflects the flavor of Battletech and expands the options for pilots during campaign play so we can put character points into making our pilot a missile boat ace or a ballistic weapons ace, etc.

Yes, yes, yes. I wholeheartedly agree with the jumping option and absolutely think it warrants a +1 to fire as well (maybe a +2). And I love the idea of having four categories of attacks. I've thought this from day one. Or at the very least roll a set of D6 for whatever my attack rating is vs. the to hit number. Meaning if I have a 4 damage I roll 4 sets of 2d6. If I beat the to hit number with two of them I do 2 damage.

I would also like to see a to hit roll of 12 give me a roll on the Critical table.
« Last Edit: 24 November 2013, 09:26:15 by Papabees »

Acolyte

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Re: Alpha Strike Companion Content Suggestions
« Reply #15 on: 24 November 2013, 01:42:02 »
Optional rules for more gradation between AS and BT.

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jrvk777

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Re: Alpha Strike Companion Content Suggestions
« Reply #16 on: 24 November 2013, 13:28:39 »
Just a couple of ideas (may not all be just AS related):

1. Advanced options (e.g. "timed turns," for quick tactical decisions to simulate real-time battles, mediated by a GM)

2. A worldwide gaming league similar to other RPG IPs, that have story arcs that registered gamers can influence (e.g. like what happened in 'Isle of the Blessed'), with AS battle reps validated by CGL Demo agents.

3. In line with #2 above, monthly / quarterly tie-ins with BattleCorps for individual scenarios (covering one or more eras).

4. A community thread for people to share and rate custom AS scenarios or campaigns. Top rated campaigns based on user feedback get rewards.  ;)

5. Tie-ins with other BT games (e.g. Succession Wars board games' battles are resolved through an AS scenario) - EPIC! :D

Flying Toaster

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Re: Alpha Strike Companion Content Suggestions
« Reply #17 on: 24 November 2013, 16:43:48 »
Only two real biggies that I see a need for:

1: Conversion rules from BT to AS.

2: A working Alpha Strike points system. Currently the BV based point system is exceptionally wonky, so an AS specific system, using values on the cards, will be amazing.

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Re: Alpha Strike Companion Content Suggestions
« Reply #18 on: 24 November 2013, 23:19:27 »
1.) Conversion rules for Battletech units into Alpha Strike
2.) Land Air Mech Rules (and appropriate cards added to the MUL, maybe a couple sample cards/lists in the companion)
3.) on board aerospace rules so fighter and aircraft use can be a bit less abstract. also perhaps rules for aerospace only battles using an actual board.
4.) Add on Special abilities (derived from quirks and AtoW traits) with point values/point value multipliers.
5.) rules for quadvee's, tripods, and the other post-jihad tech.


if done as a digital download..
a.) some folding card buildings, to allow quick terrain construction. (call it 3-4 sizes, with 2-3 variants each.)

Von Ether

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Re: Alpha Strike Companion Content Suggestions
« Reply #19 on: 24 November 2013, 23:45:30 »
Here is a good one. Please list eras or years that special abilities are available.
It's too overwhelming to assume a newbie is going to th know where and how to research what techs are good for which years.
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Re: Alpha Strike Companion Content Suggestions
« Reply #20 on: 25 November 2013, 00:01:26 »
1.) Conversion rules for Battletech units into Alpha Strike
2.) Land Air Mech Rules (and appropriate cards added to the MUL, maybe a couple sample cards/lists in the companion)
3.) on board aerospace rules so fighter and aircraft use can be a bit less abstract. also perhaps rules for aerospace only battles using an actual board.
4.) Add on Special abilities (derived from quirks and AtoW traits) with point values/point value multipliers.
5.) rules for quadvee's, tripods, and the other post-jihad tech.


if done as a digital download..
a.) some folding card buildings, to allow quick terrain construction. (call it 3-4 sizes, with 2-3 variants each.)

I would like to second all of the above. Number four would be very welcome at my table.
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Re: Alpha Strike Companion Content Suggestions
« Reply #21 on: 25 November 2013, 10:07:09 »
Instead of 'all or nothing' for damage, you roll on the cluster chart for how much damage you actually do.
Quirks and Pilot Special Abilities ala the AS cad pack.
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Re: Alpha Strike Companion Content Suggestions
« Reply #22 on: 25 November 2013, 10:24:25 »
A league format where the opposition is expected to change any battle, but there is a system to keep a force throughout the length of the league. Including keeping battles competitive throughout the length of the league. 

More crits.  (crits on a roll of 12, special abilities to cause crits.)

More force construction rules (possibly in different formats). 

More pilot abilities!

Unit customization rules (without going to tech manual construction rules).  -1 from Long to add MEL special ability, etc.  PV change, Warchest point costs.  (possible failure?)

Point values based on Alpha Strike stats.

Command or Tactics system. (similar to BattleForce command system?).

Rules for activating more than 1 unit at a time.  (32 battlemechs per side, instead of alternating every unit, one side moves 3, next moves 3, etc).

Overwatch?

A way for good pilots to avoid damage.  (dodge?)  ok, I may be swinging too far from BattleTech there...
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Re: Alpha Strike Companion Content Suggestions
« Reply #23 on: 27 November 2013, 07:21:33 »

Quirks are cool, maybe include some of those along with PV values if possible. Also, rules on the use of AToW Special Abilities would be useful. Cross-advertising!

I think the Jump Jet rules are a little weird. Maybe jump jets should be treated more like a Special Ability where a unit can choose to activate jump jets but suffers a firing penalty. It's just really strange the way Alpha Strike ("AS") currently plays where it's assumed the mech is always jumping.

Record sheets for AS should have the movement to-hit number value on each sheet rather than forcing players to reference the rule book. It seems like a simple thing, but it would be very useful for new players or when using many types of units.

This please. O0
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mike19k

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Re: Alpha Strike Companion Content Suggestions
« Reply #24 on: 27 November 2013, 11:21:34 »
Instead of 'all or nothing' for damage, you roll on the cluster chart for how much damage you actually do.
Quirks and Pilot Special Abilities ala the AS cad pack.

Something I read as way that could work, you roll for each point of damage, a little bit more dice work but I think it could work. As an added benefit would help with a minor issue of having an experienced player saying I do four damage and my target can only take six so I will overheat two and kill it, where the inexperienced player may go and use all three or four overheat.

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Re: Alpha Strike Companion Content Suggestions
« Reply #25 on: 27 November 2013, 11:37:40 »
Some rules for incorporating megafauna wildlife into battles. In addition to the tactical options this opens up, there is the added bonus of having an excuse for one of the pictures in the book to feature a kitten gnawing on the Lyran Guards.
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Maingunnery

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Re: Alpha Strike Companion Content Suggestions
« Reply #26 on: 28 November 2013, 20:05:53 »

Battle Armor really have it rough in AS, so please some optional rules to help with their survivability, maybe a rule/option in which units can only exchange fire with BA if both are in short range at the cost of some other functionality? Basically, rules to allow them to keep their role on the battlefield.

Capital unit cards? But defining their armor and firepower by (reduced quantity of) arcs?
Squadron cards for ASF and such.
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Atlas3060

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Re: Alpha Strike Companion Content Suggestions
« Reply #27 on: 30 November 2013, 11:08:15 »
  Would like to see a large scale campaign rules set (regiment on regiment) or rules for linking multiple small egagements to achieve one result.
This and Battleface would be useful for me.

Maybe incorporate LOS rules like MechWarrior Dark Age had for infantry using Shielding rules or similar: Such as if a friendly vehicle is in between two opposing infantry LOS is blocked or at least hampered.

Rules for LAMs, Superheavies, Tripods would also be great for Alpha Strike Companion.

Quirks! Oh for the love of all fun Quirks and the PV adjustment values for them!  O0
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George_Labour

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Re: Alpha Strike Companion Content Suggestions
« Reply #28 on: 30 November 2013, 21:31:52 »
1) rules that make LAMs useable, and useful

2) Rules for mobile structures and dropships on the table.

3) Included the conversion rules from Strategic Ops if there's enough space for that chapter.

4) Quirks and or special pilot abilities to help make machines with similiar states more unique.

5) Superheavy, Quadvee, and tripod rules.

6) Optional rules for the minor issues some take humbrage with such as high defense value units, jumping always providing a bonus with no penalty, etc.

NeonKnight

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Re: Alpha Strike Companion Content Suggestions
« Reply #29 on: 01 December 2013, 00:59:53 »
Likw others have stated:

Conversion Rules

Quirks

More Campaign stuff...possibly geared towards long running campaigns A-La Chaos Campaign


Oh, something I think that works great if 'borrowed' from the WARMACHINE ruleset is the concept of Minature size, i.e. For the rules a mech (regardless of size of the miniature) takes up a 2"x1" space (maybe even with a reproducable template in the back of the book). This can help with some Mechs that are on different sized bases, or have odd or more dynamic miniature poses, etc.
« Last Edit: 01 December 2013, 01:07:27 by NeonKnight »
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