Author Topic: Alpha Strike: Commander's Edition?  (Read 18985 times)

NeonKnight

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Re: Alpha Strike: Commander's Edition?
« Reply #30 on: 21 March 2018, 16:24:40 »
According to the Excel Spreadsheet they had a while back (I downloaded towards end of December)

A Dasher (Fire Moth) H is:

OLD PV VALUE - 13
NEW PV VALUE - 25

12 point increase or a 52% bump in PV
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NeonKnight

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Re: Alpha Strike: Commander's Edition?
« Reply #31 on: 21 March 2018, 16:27:49 »
for things with high TMM? or across the board?

For things with High TMM.

Some things went down (again, basing on an Excel Spread sheet they had for download)

Example the Centurion CNT-1A went down 1 from 18 PV to 17 PV
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Tai Dai Cultist

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Re: Alpha Strike: Commander's Edition?
« Reply #32 on: 21 March 2018, 16:29:24 »
Yeah as a rule of thumb anything that had a CBT move of 3/5 or slower goes slightly down in PV, anything 4/6 stays the same, and anything faster goes up.


That's not the actual rule and there's lots of examples of how that rule of thumb gets broken, but it's generally right.

NeonKnight

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Re: Alpha Strike: Commander's Edition?
« Reply #33 on: 21 March 2018, 16:30:12 »
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DarkJaguar

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Re: Alpha Strike: Commander's Edition?
« Reply #34 on: 21 March 2018, 16:30:47 »
Yeah as a rule of thumb anything that had a CBT move of 3/5 or slower goes slightly down in PV, anything 4/6 stays the same, and anything faster goes up.


That's not the actual rule and there's lots of examples of how that rule of thumb gets broken, but it's generally right.

Sounds good though, as things get exponentially harder to hit as TMM goes up.

Xotl

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Re: Alpha Strike: Commander's Edition?
« Reply #35 on: 21 March 2018, 16:31:34 »
I ran the stats for average PV changes when submitting the final revision to Ray.  They were:

Light mechs go up by ~25%, light vehicles by ~ 30%
Medium mechs go up by ~12%, medium vehicles by about ~25%
Heavies and assaults stay pretty much the same.

Battle armour goes up by ~15%.

Aerospace gets cheaper, dropping by an average of 7%.

These are averages, though: as noted above some units saw greater increases, and some mechs did drop in price (typically slow ones with jump jets).
« Last Edit: 21 March 2018, 16:33:21 by Xotl »
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Scotty

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Re: Alpha Strike: Commander's Edition?
« Reply #36 on: 21 March 2018, 16:50:25 »
I seem to recall some 'Mechs with IJJs were being hideously overcosted also got fixed, too.  I remember because they were a bizarre anomaly where you would expect them to kick ass from high TMM but then the sims had them losing horribly to things a third cheaper than they were.
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sadlerbw

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Re: Alpha Strike: Commander's Edition?
« Reply #37 on: 21 March 2018, 18:59:33 »
There were a lot of things that were brought up and looked at. It wasn’t perfect, but was definitely much better, especially with the reigned-in indirect fire bonus stacking that also occurred last year. Best part? If it does get published, the MUL can get updated with all the new values and we will have access to current, correct PV for all the things! I love the MUL!

JadedFalcon

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Re: Alpha Strike: Commander's Edition?
« Reply #38 on: 22 March 2018, 17:27:21 »
Their numbers don't count toward or against formation requirements though, so losing 3 mechs out of a nova would still count as losing the formation.

Dang! Novas really need something to make them worthwhile. Having the battle armor as a separate Support formation fits better with the fluff than the AS rules. Right now, integrated combined arms formations that train together are worse than two independent formations.

nckestrel

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Re: Alpha Strike: Commander's Edition?
« Reply #39 on: 22 March 2018, 22:34:16 »
Thanks for the reminder on Novas, seeing if we can do something to fix that..
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DarkJaguar

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Re: Alpha Strike: Commander's Edition?
« Reply #40 on: 22 March 2018, 23:31:12 »
Thanks for the reminder on Novas, seeing if we can do something to fix that..
Oh!  Nice!

NeonKnight

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Re: Alpha Strike: Commander's Edition?
« Reply #41 on: 23 March 2018, 00:06:34 »
Thanks for the reminder on Novas, seeing if we can do something to fix that..

Don't forget Level II's and The Hegemony's Centuries!
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Re: Alpha Strike: Commander's Edition?
« Reply #42 on: 23 March 2018, 00:12:13 »
Don't forget Level II's and The Hegemony's Centuries!

I thought Centuries simply acted as a Clan Star?

NeonKnight

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Re: Alpha Strike: Commander's Edition?
« Reply #43 on: 23 March 2018, 00:38:41 »
I thought Centuries simply acted as a Clan Star?

Ah, you are correct...LEVEL II's on the other hand...
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Re: Alpha Strike: Commander's Edition?
« Reply #44 on: 23 March 2018, 08:57:12 »
Pure L2s already work under the current rules exactly the same way as a lance or star. Combined-arms L2s are currently unsupported.
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NeonKnight

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Re: Alpha Strike: Commander's Edition?
« Reply #45 on: 23 March 2018, 10:08:25 »
Pure L2s already work under the current rules exactly the same way as a lance or star. Combined-arms L2s are currently unsupported.

Yep, and those are the ones we need support for, because COMSTAR and WoB refuse to play by the rules.
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Fear Factory

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Re: Alpha Strike: Commander's Edition?
« Reply #46 on: 23 March 2018, 22:25:40 »
I'm all for having both books combined.

I do have a few questions...  is variable damage getting looked at?  I actually prefer rolling 2d6 for each point of damage rather than rolling a d6 per point AFTER rolling for a hit.  Maybe even apply this to physical attacks as well (except charge and DFA).  It is slower, but it is more in line with how BattleTech actually works.

Also, is there going to be an anti-infantry ability?  This way units with Machine Guns (like the Phoenix Hawk) don't feel as vanilla.  Using it as an example, it could have MGx and it gives a +x damage bonus against infantry?

And...  since 0* was introduced, will we see other abilities use it?  Like an Assassin with SRM 0*/0* or a Vulcan with AC0*/0*/0*?  Kind of like the last example, it would make some designs less vanilla, and since you can only do one ability I don't think it would break anything except morale for editing the MUL.
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Papabees

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Re: Alpha Strike: Commander's Edition?
« Reply #47 on: 25 March 2018, 21:21:38 »
I'm all for having both books combined.

I do have a few questions...  is variable damage getting looked at?  I actually prefer rolling 2d6 for each point of damage rather than rolling a d6 per point AFTER rolling for a hit.  Maybe even apply this to physical attacks as well (except charge and DFA).  It is slower, but it is more in line with how BattleTech actually works.

I actually asked that same question in this thread:
https://bg.battletech.com/forums/index.php?topic=60756.0

Xochi

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Re: Alpha Strike: Commander's Edition?
« Reply #48 on: 25 March 2018, 22:12:02 »
I'm all for having both books combined.

Maybe even apply this to physical attacks as well (except charge and DFA)

Variable damage does not effect melee attacks. That's in the book.

Fear Factory

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Re: Alpha Strike: Commander's Edition?
« Reply #49 on: 25 March 2018, 22:35:54 »
Variable damage does not effect melee attacks. That's in the book.

Yes.  I know.

I actually asked that same question in this thread:
https://bg.battletech.com/forums/index.php?topic=60756.0

When the game is down-scaled so much I guess it makes sense.  I'm torn.
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truetanker

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Re: Alpha Strike: Commander's Edition?
« Reply #50 on: 25 March 2018, 23:23:49 »
Will these be done by Gencon this year? or should I throw money into another Catalyst product there to help fund it?

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Scotty

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Re: Alpha Strike: Commander's Edition?
« Reply #51 on: 26 March 2018, 00:13:37 »
Will these be done by Gencon this year? or should I throw money into another Catalyst product there to help fund it?

TT

No.

I'm not privvy to that kind of behind the scenes knowledge, strictly speaking, but new product you've never heard of doesn't happen in time for convention season in 11 weeks.

If it's there I'll be shocked beyond description.
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Wildonion

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Re: Alpha Strike: Commander's Edition?
« Reply #52 on: 03 June 2018, 23:58:41 »
Hey guys, a bit of a thread necro, but do we have any word on the image below? It seems to match up with the cover for the new book and I am wondering if I just lost out on seeing my favorite 'Mech in my unit's colors (even if he is getting blasted apart) thanks to ongoing legal matters. I have not been able to dig anything up on it, so I thought I would turn here. Thanks for any insights!


pheonixstorm

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Re: Alpha Strike: Commander's Edition?
« Reply #53 on: 04 June 2018, 04:28:11 »
Currently in legal limbo with the Warhammer, Marauder, Archer, and Wasp, Valkyrie, and Phoenix Hawk (which these last three are not even part of the case).

Xotl

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Re: Alpha Strike: Commander's Edition?
« Reply #54 on: 06 June 2018, 02:29:36 »
That was to be the cover of the BattleMech Manual, before legal shenanigans scuttled it.
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Descronan

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Re: Alpha Strike: Commander's Edition?
« Reply #55 on: 06 June 2018, 08:09:13 »
What's the odds of getting the Alpha Strike custom card maker to calculate the PV for us? With the new PV model coming out, we really need tools for converting custom units and the easier the better.

Since you have the PV formulas, it seems like it would be fairly easy coding to grab the numbers input to the card maker and pre-calculate the PV for the custom cards.

Joewrightgm

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Re: Alpha Strike: Commander's Edition?
« Reply #56 on: 09 June 2018, 19:05:31 »
I’m hoping for a late succession wars ‘inner sphere general’ list of available mechs etc along with early clan wars stuff to help build out your first lances

Weirdo

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Re: Alpha Strike: Commander's Edition?
« Reply #57 on: 09 June 2018, 19:14:36 »
So kinda like the Combat Manual lists, but generic?
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Joewrightgm

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Re: Alpha Strike: Commander's Edition?
« Reply #58 on: 15 June 2018, 10:48:38 »
So kinda like the Combat Manual lists, but generic?

Exactly, since the rest of the manuals seems to be (sadly) vapor ware.

Kos

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Re: Alpha Strike: Commander's Edition?
« Reply #59 on: 08 July 2018, 15:30:15 »
Wait, the rest of the manuals aren't happening now? When did that come down the pipe?

 

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