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Administration and Moderation => BattleTech News => Catalyst Asks You! => Topic started by: Precentor Martial on 22 November 2013, 10:57:21

Title: Alpha Strike Companion Content Suggestions
Post by: Precentor Martial on 22 November 2013, 10:57:21
The following thread is for discussion of content for the under development Alpha Strike Companion (http://bg.battletech.com/?p=5296). 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 (http://bg.battletech.com/forums/index.php/topic,31693.0.html)" thread for that work.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: DarkSpade on 22 November 2013, 11:58:46
Quirks.  Both for the unit, and the pilots.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Azakael 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: IronSphinx 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Martius 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.

Title: Re: Alpha Strike Companion Content Suggestions
Post by: Alex Keller 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: wolfspider 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!
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Weirdo 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
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Deathrider6 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Freak 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Fabe 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
Title: Re: Alpha Strike Companion Content Suggestions
Post by: eilif 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. 
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Dropkick 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

Title: Re: Alpha Strike Companion Content Suggestions
Post by: Papabees 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Acolyte on 24 November 2013, 01:42:02
Optional rules for more gradation between AS and BT.

   - Shane
Title: Re: Alpha Strike Companion Content Suggestions
Post by: jrvk777 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
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Flying Toaster 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: glitterboy2098 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.)
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Klat 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: greatsarcasmo 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: nckestrel 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...
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Saint 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
Title: Re: Alpha Strike Companion Content Suggestions
Post by: mike19k 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Weirdo 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Maingunnery 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Atlas3060 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
Title: Re: Alpha Strike Companion Content Suggestions
Post by: George_Labour 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: NeonKnight 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.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Fabe on 01 December 2013, 14:55:06
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.

The size idea is something I was thinking about as well,it would clear up what I think is a conflict in the rules. According to the rules Mechs stand two levels over the terrain suggesting that rule wise  all mechs should be able to see and be seen over a level 1 hill but the rules also state that LoS is determined by how much of the model is visible.  Borrowing form WarMachine would clear this conflict up.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Wrangler on 01 December 2013, 15:37:42
I know it will be difficult to do, but...

Can we have Large Support Vehicles converted to Alpha Strike?   It would be nice to roll out say Large Naval Support Vehicle on open sea without having pull hairs trying keep track of things.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Ferrus01 on 02 December 2013, 17:36:58
My 5 cents:
Quirks would be nice, but I think what this Tabletop miniatures game needs right now are more detailled force creation rules (optional of course). I'm thinking rules for lance creation (fire/support/cavalry) which grant certain bonuses to the lance members. For example, cavalry lances might cover terrain more easily, fire lances might add =+1 to their shooting if none of them move ect... Just slight boosts to set them appart and give players reasons to adopt actual combat doctrines.

Furthermore, some faction specific stuff would be nice. Maybe tweak the random assignment tables to serve as unit listsand draw some inspiration from the orders list from BattleForce.

Finally, I believe specific Alpha Strike scenarios (taking into account force costs and not just percentages of the Campaign forces) would be good to catch up with other wargames out there.

Remember guys, this is not just Battletech with tape measures.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Wotan on 02 December 2013, 17:49:25
I miss conversion rules from AS to BT. Means searching for a tool after the game to calculate damage and ammo for the micromanagement rules we have for BT. For detailed merc campaigns not using warchest but hard C-bills it should be possible to use AS.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 02 December 2013, 18:12:18
My 5 cents:
Quirks would be nice, but I think what this Tabletop miniatures game needs right now are more detailled force creation rules (optional of course). I'm thinking rules for lance creation (fire/support/cavalry) which grant certain bonuses to the lance members. For example, cavalry lances might cover terrain more easily, fire lances might add =+1 to their shooting if none of them move ect... Just slight boosts to set them appart and give players reasons to adopt actual combat doctrines.

 I second this.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Tai Dai Cultist on 02 December 2013, 20:01:02
I like that in an AS game, there is only one way to compose/balance forces.  (the AS Point Value)

I'd also like to see some standard scenarios that shake things up other than "be the last guy with a standing mech".   Something very much like Warmachine's scenarios revolving around control of objectives/zones.   

This would be a perfect compliment for the campaign system presented on page 116, and an ideal way to enhance (or imo, replace) the 'scenarios' presented on pages 121-125.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Narann on 04 December 2013, 10:11:22
I tried to make a friend invest in AS after few games. His first question was: Which race has which Mech and I was unable to answer as in BT every "race" (house) has almost any mech avaible. He ask me why is their houses has there is no specificity. It was hard to explain it's related to the universe and not the game itself. So a list of great "powers in place" (RS, Houses, and clan actually) with a list of specific mechs for each one instead of Army lists (peoples want to "create forces" like in other games, selecting units one by one from a catalogue). This is not related to the AS mechanism but BT in general.

So, what could make AS better?
- The relation between old BT units and AS ones was a mistake IMHO (it could be used to convert old canon BT units to AS ones but it's overly complex to create a AS unit this way as you need to deal with high complexe rules (Tech Manual) to create simple unit...). I wish a new "AS thinked" BV system computed from AS stats and not "old ones" (current point scheme doesn't reveal the real BV). Actually. It would be very intersting to have a "light" (as much as possible) AS techn manual to build you own AS units. Each unit construction shouldn't be too long. I would like to: Choose a mech you like, take it height class, put weapons/special abilities on it and hop get the BV. :) This could make newcomer came in the game in a more natural way (the only constraint is often the BV).
- A rule to resolve a shoot in one dices roll. Using colored dices with simple rules. This make it even faster for young players.
- Anything that can destroy the "ok so you do a blabla roll... <roll_silently>... ok I shoot you... So you need to do a blabla roll... <roll_silently>... etc...". As much you remove this little times that slow down the game (batching them is a good idea I think), as much AS will be fast.
- Improve the "all or nothing" damage scheme without add dice rolls (this is compatible with the "one dices roll for the whole shot" system).
- Another rule: "Commander priority". Before the movement phase, players get N dices (where N is the number of unit they have) and roll all of them. So the players actually know "what they could achieve" before the movement phase and move acordingly. After the movement phase (shooting phase), players will "use" one of the result for one dice to solve one action. This little trick make things more tactical and try to avoid the waste of time you have to roll dices all the time at different phases as you actually have roll all of them and just "pickup" result when you want. As you notice, the idea is to "batch" roll dice and avoid the roll-read-the-rule-play-roll-read-th-etc...
- Tweaked initiative rule (the one that lost initiative has +1 to the next initiative roll).
Title: Re: Alpha Strike Companion Content Suggestions
Post by: rocqueforte on 04 December 2013, 18:29:17
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.

This, x100. A simple app on your tablet / smart phone / PC or ye olde handful of different coloured dice would make this relatively painless, and make the game oh-so much more "battletech-y" IMHO.

I'd also second other people's calls for LAM rules - as a old school 3025 player, I want be able to use Alphastrike with the original ("...and best!") Sorenson's Sabres  :)
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Corrinald on 05 December 2013, 12:41:24
I agree with many things already mentioned.

- Points system based on AS stats

- Conversion rules

- Unit / pilot quirks or abilities

- Additional sample armies
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 07 December 2013, 11:12:17
A slight tweak on my suggestion for buildings:

Since AS buildings are destructible, a small stylish stat card that fits on the roof would be cool. Especially if it had room for hash marks to track damage.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Saint on 08 December 2013, 12:19:00
Minor tweak for Protomech AS cards.

Could we get their AS cards modified to show each individual Proto's armor, structure, and damage values. Armor and structure could be divided by lines, and individual damage value (x) next to their standard damage stats.

It's a little odd to have to convert from a table before using on the table.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Kitsune413 on 08 December 2013, 12:34:23
Faction Specific Rules.

I take pride in my Sea Foxes these days.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Kitsune413 on 08 December 2013, 12:43:15
Also I agree that the damage mechanic needs to change. I dont like the idea of cluster hits tables because thats just another table to cross reference.

Im not sure if margin of success would be great either. To much math for new comers.

Going to be hard to get that perfect mechanic that will be fun, fast, intuitive and feel like battletech.

Maybe something with dice. :)
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Klat on 08 December 2013, 21:29:40
Minor tweak for Protomech AS cards.

Could we get their AS cards modified to show each individual Proto's armor, structure, and damage values. Armor and structure could be divided by lines, and individual damage value (x) next to their standard damage stats.

It's a little odd to have to convert from a table before using on the table.

This. I understand the reasoning behind the current system for ProtoMechs but having to keep the table handy can be a pain.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: WarChicken on 09 December 2013, 22:31:12
Some of these ideas hace already being stated but:

- Faction specific abilities/quirks
- Faction named commanders (eg. Jaime Wolf, Marthe Pryde, Morgan Kell, etc) and these commanders would cost points and have to have their particular mechs.
- Random commander abilities (like 40k warlord abilities) if you don't have named commander. Or you could even buy the abilities.
- Maybe instead of the RAT tables we could have a rarity table for each faction (eg. common, uncommon, rare for each mech depending on your faction).
- Being able to buy offboard support like artillery, or orbital bombardment for a turn or two. (Not sure if this is in the original rules or not.
- Purchasing ability for some units to being dropped onto the battlefield midgame.

Most of this stuff would mean players could make their armies a bit more personal and may get some individuals into more list building.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Tai Dai Cultist on 10 December 2013, 18:37:44
Since AS doesn't come with any way to attack off-board artillery (http://bg.battletech.com/forums/index.php/topic,32696.msg762254.html#msg762254), an expansion certainly needs to include counter-battery fire, or airstrikes, and/or sending VTOLs/ground forces off-map to hunt them down.

At the very minimum, cover artillery (both off-board and on-board) shooting off-board, rather than just vice-versa.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: wminsing on 12 December 2013, 14:00:23
A couple of thoughts:
1. Advanced/Optional rules for partial damage instead of the 'all or nothing' shooting rules we currently have.
2. Pilot skills and abilities
3. I agree that there needs to be counter-battery fire and the option to airstrike off-board artillery
4. Force traits/abilities so you can represent particular factions and units (like the old Field Manuals)
5. More campaign rules and options
6. Random Assignment Tables (or some similar army selection mechanic) for the Clan Invasion era for each of the Successor States and Invading Clans

-Will
Title: Re: Alpha Strike Companion Content Suggestions
Post by: wminsing on 12 December 2013, 16:29:37
Two more Ideas:
7. More Scenarios! 
8. Rules for 'hot drops' right on to the tabletop.

-Will
Title: Re: Alpha Strike Companion Content Suggestions
Post by: TheMaster1955 on 16 December 2013, 07:20:25
I think a rules Index would be a great add on.

A cost of equipment chart. So you can add itemsto a mech like tag, 3ci and such
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Kitsune413 on 16 December 2013, 09:01:58
Seems like people really want is factional and unit identity As well as campaign mechanics.

Maybe we could introduce a pilot mechanic similar but easier than crimson skies?
The more you like the force commander the more daunting the damage mechanic is.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Tai Dai Cultist on 16 December 2013, 13:21:45
I like that in an AS game, there is only one way to compose/balance forces.  (the AS Point Value)

Having had some more time to think on some other people's views on the AS point value, I do agree that there not only could be something better for composing/balancing forces, there should be.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: rocqueforte on 16 December 2013, 18:31:00
I'd like to see the tables at the back of the book re-written to include hex ranges/costs along side the inch ranges / cost, so those of us using hexes don't have to keep doing the "divide by 2" thing. For example, re-write the Alpha Strike Range Table so it looks like:
Distance
(Inches)
Distance
(Hexes)
Range
Up to 6"1-3Short
Over 6" and up to 24"4-12Medium
Over 24" and up to 42"13-21Long
Title: Re: Alpha Strike Companion Content Suggestions
Post by: NeonKnight on 16 December 2013, 18:41:44
I'd like to see the tables at the back of the book re-written to include hex ranges/costs along side the inch ranges / cost, so those of us using hexes don't have to keep doing the "divide by 2" thing. For example, re-write the Alpha Strike Range Table so it looks like:
Distance
(Inches)
Distance
(Hexes)
Range
Up to 6"1-3Short
Over 6" and up to 24"4-12Medium
Over 24" and up to 42"13-21Long

yeah, goes double for me.

I use Hex exclusively, and had to re-write ALL the tables for my own use for a HEX SYSTEM.


The sad, sad, side effect to this is lost revenue for CATALYST as I have bought ALL the other GAME AIDS (http://bg.battletech.com/?page_id=2029), but because the current AS game aid is inches only, it is of no use to me :(
Title: Re: Alpha Strike Companion Content Suggestions
Post by: wolfspider on 18 December 2013, 10:33:30
I think that SRM infantry should be able to use infernos. I mean all the old novels and the fluff always mentioned that Inferno armed infantry was the true terror of mechwarriors.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: mike19k on 18 December 2013, 11:19:43
One thing that I would like, but I know will never happen. I like the different range for different weapons, this three range thing just does not look right to me.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 18 December 2013, 17:33:51
Listed by Era and Faction, sample army lists. And I'm iterating that all of the special abilities need Era tags/dates as well for when they go live, go extinct, go live again and then an improved version comes along.

For new players, the amount of info to go through, most of which is TW orientated, is overwhelming for new players.

For example, in putting together a 1st Star League campaign, I've had to bounce back between Sarna and the MUL, which can be time consuming. (SRMs on a  TW design doesn't guarantee SRMs on an AS design.) And my BT fans are tired of me asking a million questions.  O:-)
Title: Re: Alpha Strike Companion Content Suggestions
Post by: trboturtle on 20 December 2013, 22:33:31
Might be a little late, but rules for objective markers, or maybe rules for hidden objectives.

Craig
Title: Re: Alpha Strike Companion Content Suggestions
Post by: theothersarah on 21 December 2013, 07:30:10
Alternate points system based on final Alpha Strike stats.

Also, alternate rules for the Melee ability that give it a to-hit bonus instead of a penalty. I realize this can be house-ruled, but an official alternate rule makes it easier to get into games without a fuss. (If this was done, it also wouldn't be the first time an optional rule made something better, for instance several Tactical Operations rules including Vehicle Effectiveness)
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 21 December 2013, 11:09:18
Might be a little late, but rules for objective markers ...
Craig

Regular, visible objectives are on pages 25-26

Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 21 December 2013, 12:03:57
As this thread goes longer, and I play more Alpha Strike, I find that I refine my initial suggestions.

For example: Pilot special abilities.

I'd like to suggest that they get thrown in as an alternative to improving your skill.

Since you only get five skill slots (Skill level 4-0) improve your pilot before he has to be retried off the field, this would lengthen his career a bit. I'd suggest only doing once or twice though.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: NeonKnight on 21 December 2013, 12:35:07
As this thread goes longer, and I play more Alpha Strike, I find that I refine my initial suggestions.

For example: Pilot special abilities.

I'd like to suggest that they get thrown in as an alternative to improving your skill.

Since you only get five skill slots (Skill level 4-0) improve your pilot before he has to be retried off the field, this would lengthen his career a bit. I'd suggest only doing once or twice though.

In my home brew campaign, I am playing around with the 'experience levels' so to speak. As it stands, a Pilot can star a campaign in game 1 with a skill of 4, and in 4 missions be at skill 0, as long as the player has enough War Chest points to level them up.

To me, that seems, ridiculous and can quickly kill a game if one side is winning in a two player campaign.

For example, a pilot earns 1 XP per mission/0.5 xp per Training session (if not on the mission), and pilot would need to expend 3 XP to advance from Skill 4 to Skill 3. This just helps to make the game a little more meaningful....to me at least.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Josva Valdreki on 22 December 2013, 14:04:14
Ooo!

Rules for objectives that can only be taken and held by infantry (conventional or BA), like buildings, bunkers, &c. And simple rules to allow one infantry unit to rapidly assault and take (or fail to take) an objective. Plus more rules to simulate the infantry rigging an objective to blow. Plus rules for the infantry to shoot from the building and rules for the infantry holding the building to be engaged by forces who don't want to destroy the objective.

Rules for objectives that can be taken and held by any ground unit, like bridges and airfields.

Rules for objectives-based gameplay where one side wants to destroy an objective while the other wants to hold it, like a bridge (perhaps with random rolls on every turn if one side has held it for x turns to simulate the bridge being blown). Or, perhaps, for one side holding the objective is a primary measure of success but destroying it might be a secondary measure of success (as in the case of an overrun bunker that houses valuable data). Or, for the more morally corrupt, where one side wants to force the other to destroy the objective (where the objective might be a hospital or school), perhaps as a sort of tertiary objective.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Kitsune413 on 22 December 2013, 18:01:11
Those are some in depth rules. Im not sure thats what alphastrike is about.  ;D
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 22 December 2013, 18:14:07
... Plus rules for the infantry to shoot from the building ...

I am confused. Infantry can already shoot from buildings.
But as a recap, page 84-86 give infantry some bonuses for hiding in buildings including not damaging the building when they enter/leave/move around, a damage absorption mechanic and the fact they can't be directly fired on while in a building.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Josva Valdreki on 22 December 2013, 18:39:24
I am confused. Infantry can already shoot from buildings.
But as a recap, page 84-86 give infantry some bonuses for hiding in buildings including not damaging the building when they enter/leave/move around, a damage absorption mechanic and the fact they can't be directly fired on while in a building.

D'oh!

I'm still waiting for my copy of Alpha Strike.

 @p?
Title: Re: Alpha Strike Companion Content Suggestions
Post by: jairb on 23 December 2013, 14:18:54
Many of the suggestions for campaign play are very good.

I believe Alpha Strike has quite a bit of potential as a competitive game in a similar style to Warmachine, Flames of War, and some of the GW games.  In order for that to be realized though, I think it desperately needs a few specific things:
1.  Points values based upon Alpha Strike capabilities (this has been mentioned in many other replies here)
2.  Standardized Missions based on 6'x4' tables and not map sheets (many of which are out of print anyway)
3.  Force composition guidelines that are easy to follow and offer faction flavor

I REALLY like the suggestion of a reference indicating Common, Uncommon, Rare, Unavailable for each unit by faction and Era.  It's simple.

I also like the suggestion of quirks and pilot abilities that can be used to modify units for a points cost.  That allows sufficient customization to keep things interesting in pickup or tournament games.

I'd love nothing more than to see our local game store hosting tournaments a few times a year with a dozen players slugging out three rounds of mayhem for a small prize and bragging rights!  :)
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Papabees on 28 December 2013, 19:19:29
One other thing I think I'd like to see is Pulse weapons broken down similar to ACs and LRMs. Maybe with only a minus 1 to hit though if they feel the minus 2 is over powered.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Tai Dai Cultist on 01 January 2014, 13:15:59
Having had more time to digest AS, I'm updating my wishlist:

1. The oft-stated points revamp.
1b.  There is elegance in simplicity, so if AS points are to remain linked to BV then AS should have some force composition rules, even if only optional.  As mentioned upthread, they can even be a great vehicle for faction flavor.

2. A way to attack off-board artillery.  It seems like a very sloppy oversight that it wasn't thought of for the basic rules.

3. The often stated inclusion of scenario-driven play.  Even scenarios can be a 'soft' way to encourage balanced force composition without heavy-handed rules enforcing them.

4. A way to actually translate TW stats to AS.  (No, the QS conversion rules in SO don't count.)

5. Since BattleTech never was a minis game, it was never a priority that minis be accurately scaled vs each other.  Since Alpha Strike IS a minis game, scale disparity IS an issue.  It can be resolved by unit volume rules (ala WarMachine).  The groundwork is already in place since AS units all are already all sorted into unit sizes.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Sartris on 06 January 2014, 15:51:34
4. A way to actually translate TW stats to AS.  (No, the QS conversion rules in SO don't count.)

This already exists as errata. The document can be found here (https://dl.dropboxusercontent.com/u/357573/BF%2BQS%20Update%20v1.0%202013-09-18.pdf). I assume it will be incorporated into the next printing of SO.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: t9nv3 on 07 January 2014, 03:30:48
I've been playing quite a bit of Alpha Strike lately, and I think that the game really needs one more "hard counter" to high movement modifiers. The AC precision ammo is fine, but one other option would really make things click for me. As it stands, I feel that arty is my best option for dealing with high Mov. and that just doesn't strike me as a balanced way to deal with the issue... at the end of the day, arty its more of a "soft counter" anyway. Simple is always better in these cases, so a mechanic that would allow you to deal less damage, (like with an AC or LRM special), but negate movement modifiers, would be an excellent tradeoff. That way, it wouldn't necessarily be desirable in every situation...and you wont be doing enough damage to "one shot" every light that crosses your path. We could have the AC precision for a universal -2 modifier, and something else (pulse laser?) for a variable boost based on Mov. values alone.

Also, I think that infantry needs a bit more nuance. I'm all for suggestions that involve having them interact with terrain and objectives in interesting and deeply tactical ways.     
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Neo-Tanuki on 07 January 2014, 12:17:18
I'd love to see expanded Alpha Strike rules for aerospace combat, so you could play full space dogfights with AS.

Would also like to see Protomechs tweaked so they can be tracked individually rather than calculating them as a combined unit.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Saint on 07 January 2014, 20:35:00
May have missed it in a earlier post, but how about mechs like the Rifleman, Jagermech, etc have the ability to fire into the rear arc?
Title: Re: Alpha Strike Companion Content Suggestions
Post by: WarChicken on 09 January 2014, 07:15:04
I know we are talking about a AS Companion, but how about redoing some of the scenario packs for AS. Maybe adding more scenarios and providing some of  the unit breakdowns as well.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: wolfspider on 09 January 2014, 09:23:22
I think Vtols should be giving a pop attack to reflect their abilities better.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: wolfspider on 14 January 2014, 11:38:06
Also I would like added a run move like the old over burn from the first battleforce.
Unit is allowed to move at twice its run mp at the cost of 1 heat point per turn. How else am I going to get my assaults to the party?  :D
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Neonwraith on 14 January 2014, 11:56:21
AS Rules for Space combat from Warship to Aerospace-Fighter.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Ratboy on 19 February 2014, 03:16:36



Title: Re: Alpha Strike Companion Content Suggestions
Post by: Wrangler on 21 February 2014, 08:46:19
I apologize in-case this has been suggested already, but I'd like suggest the following;

I know this is properly to late to suggest, but when the companion does come out. I think it should include the abstract aerospace rules like the Radar Map.  That single handily saves a lot time of rolling, even it may appear to be separate game.

Also, I'd like to see quick conversions of units so they can be on a Battleforce lance/squadron sheet.  I've seen some AS games where there way too many cards on the table for someone new to handle, I think it be nice to reintroduce the option for players to be able out desired units on a singular sheet for sake of convenience and prevent the lost of sanity in a complex game with multiple units.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 21 February 2014, 10:34:04
I apologize in-case this has been suggested already, but I'd like suggest the following;

I know this is properly to late to suggest, but when the companion does come out. I think it should include the abstract aerospace rules like the Radar Map.  That single handily saves a lot time of rolling, even it may appear to be separate game.

Also, I'd like to see quick conversions of units so they can be on a Battleforce lance/squadron sheet.  I've seen some AS games where there way too many cards on the table for someone new to handle, I think it be nice to reintroduce the option for players to be able out desired units on a singular sheet for sake of convenience and prevent the lost of sanity in a complex game with multiple units.

Just for clarification, how is this different than pages 158-160 of the core Alpha Strike book?
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Wrangler on 22 February 2014, 12:44:30
Just for clarification, how is this different than pages 158-160 of the core Alpha Strike book?
Sorry, I don't own it.  #P Least not yet!  ^-^
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 22 February 2014, 13:34:10
Sorry, I don't own it.  #P Least not yet!  ^-^
You should. Alpha Strike is a great sister system to BT  that doubles the value of you figs. Even if you don't find it "battletechy" enough, it's a full fledged SF wargame that you already own figs for and know how to play.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Wrangler on 22 February 2014, 18:10:16
You should. Alpha Strike is a great sister system to BT  that doubles the value of you figs. Even if you don't find it "battletechy" enough, it's a full fledged SF wargame that you already own figs for and know how to play.
I am looking forward to buying it, but not priority since partially looks like their still sorting out.  Main reason I haven't aside from money, is there not terrible lot people into playing the game or not interesting in this format of Battletech in my area.  Couple guys at store I played, used it.  They found it was little unbalanced, lance mechs lance vehicles verses each other.  The results were one sided, even balanced due to terrain.   I think it need some bugs worked out.

Anyways, Radar Map + Alpha Strike style play with abstract radar rules fighters would help keep flying blow torches in the game. 

I want see lance cards like older BF be common, or least a little do-dad on Masterunitlist website to be able to slide your choices of units into a card you can print. That would be super cool too.
Title: Re: Alpha Strike Companion Content Suggestions
Post by: Von Ether on 22 February 2014, 21:57:34
I am looking forward to buying it, but not priority since partially looks like their still sorting out.  Main reason I haven't aside from money, is there not terrible lot people into playing the game or not interesting in this format of Battletech in my area.  Couple guys at store I played, used it.  They found it was little unbalanced, lance mechs lance vehicles verses each other.  The results were one sided, even balanced due to terrain.   I think it need some bugs worked out.

Anyways, Radar Map + Alpha Strike style play with abstract radar rules fighters would help keep flying blow torches in the game. 

I want see lance cards like older BF be common, or least a little do-dad on Masterunitlist website to be able to slide your choices of units into a card you can print. That would be super cool too.

Cool. The PDF is $15, so then you participate in the Beta PV Test (http://bg.battletech.com/?p=5411). As a side note, I offered to run several Alpha Strike demos at the store and they've all been popular.