Author Topic: New player questions regarding Alpha Strike  (Read 8318 times)

-Ice

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New player questions regarding Alpha Strike
« on: 02 October 2016, 20:05:29 »
I've spent a good chunk of my free time over the weekend reading Alpha Strike and have written down my questions as I went along the book.  As a player, I'm struggling to get to grips regarding the differences between Alpha Strike and CBT, so any help in this regard would be greatly appreciated.

1.  A unit only has to forgo firing it's weapons for 1 turn to lose all its heat?  So a unit with 1 point of heat and a unit with 3 points of heat and a shutdown unit only need to stop firing for one turn (well, the shutdown one has no choice, obviously!) and they all go back to zero heat?

2.  Where can I get Alpha Strike stuff??  Page 24 mentions a "Supplemental" series.

3.  "Units begin play off-board" -- what exactly does this mean?  Players start with an empty (no units) map and units "walk" onto the board?

4.  Combat phase -- player who lost initiative acts first, but activates all of his units.  He uses mech 1, 2, and 3 to attack mech A, notices that he's damaged it enough for it to be destroyed at the end phase, so he uses mech 4 to attack mech B.  This is obviously different from "declare fire" step in CBT where you could have mechs firing at already-dead targets.  Has anyone found this difference to be an issue for Alpha Strike?

5.  Combat phase -- player who won initiative acts second, and now he realizes mech A will be destroyed.  He now decides to go "all out" and uses up his OV, something he would not have done if mech A wouldn't be destroyed.  Again, is this not an issue?

6.  Target Movement Modifier -- Assuming a unit has a move of 10", but has not moved or only changed facing or only moved 1-2".  Does it get +0 TMM (for not moving/changing facing/moving 1-2") or does it always, ALWAYS get a +2 regardless of how much it actually moved or even if it moved or not that turn?

7.  MP Hit - how exactly can a unit end up with a move of 0 inches?  If a unit starts with 8" of movement, the first MP hit will take it down to 4, then 2, then 1.  If a unit starts with 4" of movement, it'll go to 2, 1, then 0.5... is there something I'm missing here?

8.  Is there no more distinction between Light Woods and Heavy Woods?  On p.112, it says "3 or more hexes of intervening woods..." so it does not matter if it's 3 hexes of Light Woods or 3 hexes of Heavy Woods?

9.  Will a physical attack to the rear of a mech also add +1 damage similar to ranged attacks to the rear of a mech?

10.  Charge attacks -- a light or medium mech charge-attacking another light or medium mech never suffers the 1 point damage to the attacker?

11.  Charge attacks -- a light mech charges a heavy mech and hits.  The light mech has no more armor and has taken 1 point of structure damage the previous round.  The light mech suffers 1 point of damage due to the charge and takes the damage to the structure.  Does the player roll for critical hit?

12.  Charge attacks -- a light mech charges a heavy mech and hits.  The light mech was undamaged at the start of this turn, but has since taken damage and by the time it moves, it has no more armor and has taken 1 point of structure damage (in this round).  The light mech suffers 1 point of damage due to the charge and takes the damage to the structure.  Does the player roll for critical hit?

13.  Overheat - A unit in water can use 1 OV each turn?  And start the next turn with 0 heat?

14.  Overheat - A unit with 3 units of heat.  It moves into water and makes a ranged attack this turn.  Does it still lose 1 point of heat and start the next turn with 2 units of heat?

15.  How "tall" is a mech in game terms?  2"?  So a mech in waist-deep water (1") will not vent excess heat, only totally-submerged mechs?

16.  On p.36, it says units cannot attack other units if they are in base-to-base contact; only physical attacks allowed.  Also, mechs can make physical attacks when they are within 2" (MEL) or 1" (Standard) of each other.  How does this translate to hex-based play?  Can a unit with MEL attack a unit that is 1 hex away?  I assume two units in adjacent hexes are considered in base-to-base contact and can make MEL or Standard physical attacks against each other but do they also have the option to shoot each other instead?

17.  Is it safe to say that ALL mechs' WALK and JUMP values are the same in CBT and hex-based Alpha Strike play?  Or are there exceptions to this?


I think I'll come up with more questions as I play this game with my boys....  ::)

-Ice

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Re: New player questions regarding Alpha Strike
« Reply #1 on: 02 October 2016, 20:12:11 »
Already, I've come up with a couple more:

18.  I'd like to print out custom Alpha Strike cards using the MUL, but enter hex-based movement values instead of inch-based values, so a Panther PNT-9R would go from "8j" to "4j" but I realized I'd need to add something to denote it's been changed to hex-based values as "4j" looks very much like inch-based as well.  Suggestions?  I thought doing something like "H4j" or "4j(H)" to denote hex-based.

19.  I noticed some cards have the "IF0*" special ability.  Why have IF if the value is 0 anyway?  What does the asterisk mean?

sadlerbw

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Re: New player questions regarding Alpha Strike
« Reply #2 on: 03 October 2016, 14:01:36 »
Hoo boy, lets see if I can answer some of those:

1. Yep, correct.

2. There is the Alpha Strike Companion which has advanced rules, as well as the Combat Manual series that has been coming out, which contains more info about specific factions and forces in that faction. These are available in PDF format and hard copy from BattleCorp, DriveThruRpg, and a couple other major book sellers.

3. First, I never play this way. I always start units within 2" of the 'home' edge of the map, or set up around an objective if it is more a defense/ambush type game. However, you are reading it correctly. Technically, there are no units on the map when the game begins. When a unit takes its first move, you just pick a point along your home edge, and measure from there.

4./5. It's different, but not really an huge issue. It does make it easier to avoid 'wasting' damage since you don't have to declare all your targets first, but since the looser goes first, they have to worry about whether their opponent has any HT weapons that could mess with them if they choose to overheat, and the player that goes second knows which of his units will be gone anyway, and can safely choose to overheat them on their last shot without any real consequence. Mainly, it's just a whole lot faster to resolve and track without all the target declaration.

6. I think it is in the errata (there are errata posted on this forum) but it is very slightly different now. A unit that moves more than 1" gets it's full TMM. A unit that moves less than 1" is standing still and gets a 0 TMM. Standing still also makes the units own to-hit rolls easier by one point, so it is still worth doing. It no longer really matters how far you move, just that you moved at all.

7. Usually, heat. Heat subtracts a flat 2" from movement for each point on the scale. So, if you start at 8" of move, take two motive crits, and overheat for one point, you will be at 0" move.

8. Standard Alpha Strike just has woods...just the one type. On p.69 of the rulebook though, you can find the rules for light, heavy, and ultra-heavy woods. They are 'advanced' terrain. Also, there is an important errata on woods. They now take effect if either the attacker or the target occupy woods, not just the target. Basically, no shooting out of the edge of the woods for free.

9. Yep.

10. Correct.

11./12. roll for the crit in both cases. All that language about 'doesn't count as an attack' is just so that no one mis-reads and tries to say, "Ha! Your Atlas did one point of damage to me as a result of the charge! That was its attack for the turn! Fear my rules lawyering skills!!!" The damage from a charge is a separate hit, and if it causes structure damage gets its own crit roll.

13. Yep. 2" or more of Water = -1 heat in the end phase.

14. Correct.

15. Correct. You have to go underwater to have it cool your mech down.

16. In hex-map play, adjacent hexes are considered base-to-base contact, and the mechs would have to punch each other (or another mech they were in base-to-base contact with) and could not make a ranged attack. For the MEL special, I believe an attacker with that special could choose to make a physical attack from one hex away. The attacker could also choose to make a ranged attack instead. Neither the attacker or defender would be considered in base-to-base contact. MEL just gives you the option to make physical attacks from farther away in this case, it doesn't force you to.

17. Not at all safe to say. Plenty of mechs have different walk/jump ranges. The Shadow Hawk, the Mist Lynx, the Anvil, the Jenner. All have less jump move than walk. There are also units (usually with improved jump jets or partial wings) that have MORE jump move than walk.

18. Hey, whatever works for you!

19. 0* is minimal damage (p.38) and it can come on more than just IF specials. What it means is, if your to-hit roll succeeds, roll another D6: 1-3, you didn't do any damage. 4-6 you did one point of damage (or 2 if it was a shot in the rear).

-Ice

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Re: New player questions regarding Alpha Strike
« Reply #3 on: 03 October 2016, 18:31:19 »
2.  I have the Companion and I know about the Combat Manual series... so were they talking about the Combat Manual series when they said "Supplemental"?  Are there no other AS stuff?

6.  Ah, I'll have to look at the errata, thanks!

8.  The reason I ask about woods is because we will primarily be playing Alpha Strike on the hex maps of CBT, so there will be Light Woods and Heavy Woods and there was no mention of this in the Standard AS rules or the hex conversion section.

17.  I think I wasn't clear... I know some mechs have XX WALK values and YY JUMP values such as the Shadow Hawk you mentioned.  What I meant was is it safe to say that a mech's CBT XX WALK values and YY JUMP values will be the same as a mech's AS XX WALK values and YY JUMP values?  In the Shadow Hawk example, with the CBT values of 5/8/3, it'll have a move of 5 hexes and a jump of 3 hexes in hex-based Alpha Strike games, correct?  Another example, a Panther with 4/6/4 will have a move of 4 hexes and a jump of 4 hexes in hex-based Alpha Strike games, correct?  So will the above examples hold true for ALL mechs or are there exceptions?

Basically, all I'm asking is can I take a mech's CBT walk stat and jump stat and use it in hex-based Alpha Strike?  Or do I have to convert it to AS then back to hex-based every time?

19.  Where did you get that "roll D6" bit?  I don't remember reading that.

Thanks very much for your help!!

Alexander Knight

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Re: New player questions regarding Alpha Strike
« Reply #4 on: 03 October 2016, 19:12:46 »
Regarding your #17 question.

It is generally the rule that Walk/Jump in AS is the same as in CBT.  The exceptions come when you have a unit with MASC, Superchargers, or some other speed modifying equipment.

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Re: New player questions regarding Alpha Strike
« Reply #5 on: 03 October 2016, 19:15:01 »
MASC, Superchargers, Hardened Armor, and Medium and Large Shields all affect movement differently in Alpha Strike than they do in standard BattleTech.  It won't always come out differently, but you should definitely double check.
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Re: New player questions regarding Alpha Strike
« Reply #6 on: 04 October 2016, 09:27:53 »

19.  Where did you get that "roll D6" bit?  I don't remember reading that.

Thanks very much for your help!!

Page 18 of the Companion book,  There is a small section on minimal damage.  That one thru me for a loop till I got the companion book.  But he is right.  Roll a D6 after a hit and on 4-6 you do 1 damage or 2 to rear.  Should have been in the main rule book.
« Last Edit: 04 October 2016, 09:33:02 by greasyspoon »

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Re: New player questions regarding Alpha Strike
« Reply #7 on: 04 October 2016, 10:06:15 »
The rule was created after the main book was released. I believe it's been put into errata(as has a lot of stuff from Companion), but there is no updated pdf or print version...yet.
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nckestrel

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Re: New player questions regarding Alpha Strike
« Reply #8 on: 04 October 2016, 10:07:30 »
The rule was created after the main book was released. I believe it's been put into errata(as has a lot of stuff from Companion), but there is no updated pdf or print version...yet.

It was created after the 1st printing, but was added to the 2nd printing and the PDF updated.
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Re: New player questions regarding Alpha Strike
« Reply #9 on: 04 October 2016, 10:31:12 »
I sit corrected. :)
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-Ice

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Re: New player questions regarding Alpha Strike
« Reply #10 on: 25 October 2016, 11:48:24 »
Had a few games with my boys today and they loved it!  I had a few issues such as mechs jumping all over the place with no penalty --- I'm glad to see the errata addresses that.  Same thing for mechs that are "parked" in cover, at least now they benefit from not moving.

20.  Woods - I'm thinking of implementing the advanced rules for woods so that 3 hexes of light or 2 hexes of heavy woods block LOS, but we just played a game where woods were just plain light woods.  However, I cannot find any ruling about if the target is INSIDE the woods.  In classic BT, intervening woods and where the target is located adds to the target number, so if there was 1 intervening light woods and the target was in light woods, there is a +2 modifier (+1 intervening, +1 inside).  It seems like only intervening terrain adds modifiers in Alpha Strike?

a. So Mech A out in the open is targeting Mech B who is inside light woods but there is one hex of light woods intervening.  Both mechs get the same +2 modifier.
b. Mech A is out in the open and Mech B is standing inside light woods which borders the forest.  No other intervening terrain.  No terrain modifiers for either mechs.

Both examples above just feels wrong.  Mech B is clearly in a superior position yet this isn't reflected in the rules.  Am I reading the rules wrong?

Lboydmsw

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Re: New player questions regarding Alpha Strike
« Reply #11 on: 25 October 2016, 13:27:27 »
7. Usually, heat. Heat subtracts a flat 2" from movement for each point on the scale. So, if you start at 8" of move, take two motive crits, and overheat for one point, you will be at 0" move.

There is still a minimum movement rule.  All units can move at least 1"


Had a few games with my boys today and they loved it!  I had a few issues such as mechs jumping all over the place with no penalty --- I'm glad to see the errata addresses that.  Same thing for mechs that are "parked" in cover, at least now they benefit from not moving.

20.  Woods - I'm thinking of implementing the advanced rules for woods so that 3 hexes of light or 2 hexes of heavy woods block LOS, but we just played a game where woods were just plain light woods.  However, I cannot find any ruling about if the target is INSIDE the woods.  In classic BT, intervening woods and where the target is located adds to the target number, so if there was 1 intervening light woods and the target was in light woods, there is a +2 modifier (+1 intervening, +1 inside).  It seems like only intervening terrain adds modifiers in Alpha Strike?

a. So Mech A out in the open is targeting Mech B who is inside light woods but there is one hex of light woods intervening.  Both mechs get the same +2 modifier.
b. Mech A is out in the open and Mech B is standing inside light woods which borders the forest.  No other intervening terrain.  No terrain modifiers for either mechs.

Both examples above just feels wrong.  Mech B is clearly in a superior position yet this isn't reflected in the rules.  Am I reading the rules wrong?

You get a +2 to hit for intervening woods unless it is 6" or more in which case it blocks LoS.  If your target is in woods it is also a +2 to hit modifier and finally if you yourself are in woods you get a +2 to hit modifier. 

These don't stack though.

In example a. Mech A gets a +2 to hit modifier (+2 for intervening woods/the target occupying woods). Mech B has a +2 to hit modifier(+2 for intervening woods/occupying woods).

In example b. Mech A has a +2 to hit modifier (target occupies woods) and Mech B has a +2 to hit modifier (is occupying woods).  If you are using the basic rules and there are woods involved it is +2 unless the total distance of woods involved between units is 6" or more in which case it blocks LoS.

When Alpha strike was first released the unit occupying woods didn't suffer any to hit modifier and what ended up happening is light units basically became super hard to hit "turrets". 

(skill+2 for target occupying woods+ TMM which was high because it was a fast light and only has to move 1" to activate+range modifier) 

(Average skill 4+ 2 target occupying woods+ 3 for TMM on unit that can move 13" to 18" +2 average medium range engagement) =11

which was hard to hit but the light in the woods would most likely have a lower TMM modifier for its to hit modifier because it would be targeting slower units and have no woods modifier. So on average at least 3 lower for the light's target number. Which turns a light scouting unit into a fortified monster with a serious to hit advantage.
« Last Edit: 25 October 2016, 13:43:25 by Lboydmsw »

nckestrel

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Re: New player questions regarding Alpha Strike
« Reply #12 on: 25 October 2016, 13:54:08 »
There is still a minimum movement rule.  All units can move at least 1"
"As long as a unit is mobile (meaning that its Move has not been reduced to zero through damage or heat effects),"
So sadlerbw's example, minimum movement would not kick in, becasue it has been reduced to zero through damage or heat effects.
The minimum movement rule does not give movement to units with 0" move, it gives units with non-0" move the ability to actually move at least 2", even if surrounded by terrain/weather/etc that makes movement cost more than their total movement.
If you have 2" move, and are in water (or woods, etc), you can still move at least 2", even though 1" of water would cost all of your 2" of Move.
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-Ice

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Re: New player questions regarding Alpha Strike
« Reply #13 on: 25 October 2016, 14:33:49 »
The issue is we're playing with hexes and not inch-based terrain.

So if I'm reading the rules right (standard Alpha Strike), it does not matter if you're sitting at the edge of the forest or 2 hexes in, you, the attacker, gets a +2 modifier to attack and the attacker also only gets +2 modifier to his attack?

We ran another game and implemented the Standstill rule (TMM = 0) and the Jumping rule (+1 to TMM, +2 modifier to attack), page 9 of the 1st Ed errata and the game was quite interesting.  It made it worthwhile for my Grasshopper to Standstill inside the woods, losing his TMM of 1 but making his attacks easier.  However, we didn't do the +2 modifier to attackers INSIDE woods... so occupied terrain is also intervening now?  Weird.

So basically, Mech A out in the open is shooting at Mech B who is occupying a light woods hex...
Mech A - 4(skill) + 2(range) + 2(target in woods) + 1(TMM) = 9
Mech B - 4(skill) + 2(range) + 2(attacker in woods) + 1(TMM) = 9

Mech B is no better than Mech A despite being in a better position!
« Last Edit: 25 October 2016, 14:37:35 by -Ice »

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Re: New player questions regarding Alpha Strike
« Reply #14 on: 25 October 2016, 15:44:02 »
Yeah, that's about right. In my experience, in hexed AS, you don't go into woods to get a to-hit advantage over your opponent, you go in there when not getting hit is more important to you than landing any hits of your own. For example, a short-ranged mech that needs to get in close but doesn't want to get shot up on the way in, a fast striker that needs to maintain contact, but wants to be as hard to hit as possible until he can win initiative and go for a devastating backstab, or someone who is overheating badly and needs a respite to cool down, but is unable to break LOS completely.

Woods are also good for indirect units. Since the LOS you care about comes from the spotter, if the shooter is in woods it has no effect on his shot, but he has protection in case of unexpected backstabbers trying to silence his guns.
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-Ice

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Re: New player questions regarding Alpha Strike
« Reply #15 on: 25 October 2016, 15:55:12 »
Yeah, that's about right. In my experience, in hexed AS, you don't go into woods to get a to-hit advantage over your opponent, you go in there when not getting hit is more important to you than landing any hits of your own. For example, a short-ranged mech that needs to get in close but doesn't want to get shot up on the way in, a fast striker that needs to maintain contact, but wants to be as hard to hit as possible until he can win initiative and go for a devastating backstab, or someone who is overheating badly and needs a respite to cool down, but is unable to break LOS completely.

Woods are also good for indirect units. Since the LOS you care about comes from the spotter, if the shooter is in woods it has no effect on his shot, but he has protection in case of unexpected backstabbers trying to silence his guns.
I'm sorry but that just confused me more.... are you saying people go into woods just to raise the To-Hit number?  So it isn't tactically advantageous anymore?

So disappointing to realize this and also quite interesting to see my eldest son still remember lessons learned when playing Classic BattleTech.  He would constantly point out heavy vs light woods, he would constantly try to get cover -- having to tell him that "it doesn't work that way anymore" was so weird.  He even said "it doesn't make real-world sense then!"

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Re: New player questions regarding Alpha Strike
« Reply #16 on: 25 October 2016, 16:10:39 »
6. I think it is in the errata (there are errata posted on this forum) but it is very slightly different now. A unit that moves more than 1" gets it's full TMM. A unit that moves less than 1" is standing still and gets a 0 TMM. Standing still also makes the units own to-hit rolls easier by one point, so it is still worth doing. It no longer really matters how far you move, just that you moved at all.
I can't seem to find this in the errata.  The best I could find was Immobile and Standstill on p.9 of the v2.2 1st Edition errata.  Also, how can a mech move 1" in a hex-based game?

8. Standard Alpha Strike just has woods...just the one type. On p.69 of the rulebook though, you can find the rules for light, heavy, and ultra-heavy woods. They are 'advanced' terrain. Also, there is an important errata on woods. They now take effect if either the attacker or the target occupy woods, not just the target. Basically, no shooting out of the edge of the woods for free.
We were so disappointed with this change....

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Re: New player questions regarding Alpha Strike
« Reply #17 on: 25 October 2016, 16:13:20 »
I'm sorry but that just confused me more.... are you saying people go into woods just to raise the To-Hit number?
Yes.
Quote
So it isn't tactically advantageous anymore?
The post you quoted listed four situations where it is tactically advantageous. Four, and that's just off the top of my head. I'm certain there's more. Thought of two more while posting this, I'll leave figuring them out to your imaginations.
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Re: New player questions regarding Alpha Strike
« Reply #18 on: 25 October 2016, 16:32:35 »
The post you quoted listed four situations where it is tactically advantageous. Four, and that's just off the top of my head. I'm certain there's more. Thought of two more while posting this, I'll leave figuring them out to your imaginations.
:D  I saw your examples (fast mech running in, backstabber, hiding to cool down, indirect fire) but I was referring to woods being tactically advantageous to the attacker that is inside the woods when firing at a target that is outside.  As it is, both units get the same TN which totally negates the "hard work" the attacker had to go through to get to that situation.  Sure, the TN is higher and I get that, but both TNs being the same is what just feels weird and wrong.

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Re: New player questions regarding Alpha Strike
« Reply #19 on: 25 October 2016, 16:37:25 »
It's a new system. It makes perfect sense that tricks that work in the old system don't always work here. All you can do is come up with new tricks.
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Re: New player questions regarding Alpha Strike
« Reply #20 on: 25 October 2016, 16:41:31 »
I can't seem to find this in the errata.  The best I could find was Immobile and Standstill on p.9 of the v2.2 1st Edition errata.  Also, how can a mech move 1" in a hex-based...

Standstill is what he is referring to.  Move less than 1", and you are standing still.  You get a zero for TMM but get a -1 to hit modifier in your attacks.

For hex based, don't move. That would be less than 1".
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Re: New player questions regarding Alpha Strike
« Reply #21 on: 25 October 2016, 16:46:08 »
Important note: Turning within your own hex still counts as moving less than 1", so you can reposition your firing arc when needed and still get the standstill bonus. :)
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Re: New player questions regarding Alpha Strike
« Reply #22 on: 25 October 2016, 17:24:51 »
It's a new system. It makes perfect sense that tricks that work in the old system don't always work here. All you can do is come up with new tricks.
True.  It's hard to wash out all the CBT stuff from our minds though.

Important note: Turning within your own hex still counts as moving less than 1", so you can reposition your firing arc when needed and still get the standstill bonus. :)
Really?  How can a unit move 1.5" and not move into a new hex, get the full TMM, but still be stable enough to get the -1 modifier?  Won't this make insane "light mech turrets"? 

Currently, I'm finding the tradeoff of losing 1 TMM to get the -1 modifier (Grasshopper) but if I can part my Jenner in a wooded hex, "wiggle" it each turn, the enemy will need 4(skill) + 2(range) + 2(woods) + 3(TMM) = 11 TN while my Jenner will only need 4(skill) + 2(range) + 2(woods) + 3(TMM) - 1(standstill) = 10 TN..... I guess it's not so bad if it's a Jenner-vs-Jenner scenario but if it was a Jenner-vs-Grasshopper, the Grasshopper will need 11 TN while my Jenner will only need 8 TN.


Standstill is what he is referring to.  Move less than 1", and you are standing still.  You get a zero for TMM but get a -1 to hit modifier in your attacks.

For hex based, don't move. That would be less than 1".
Yeah, this was how I interpreted Standstill.  No moving.  No changing facing.  TMM drops to 0.

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Re: New player questions regarding Alpha Strike
« Reply #23 on: 25 October 2016, 18:24:19 »
 no mixing inches and hexes.  It either moved 0 or 1 hexes.  Or it moved 1" or 2". 
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Left of Center blog - Tukayyid Expanded Random Unit Tables, Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

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Re: New player questions regarding Alpha Strike
« Reply #24 on: 25 October 2016, 20:15:19 »
Really?  How can a unit move 1.5" and not move into a new hex, get the full TMM, but still be stable enough to get the -1 modifier?  Won't this make insane "light mech turrets"? 

If you don't enter a new hex, you haven't moved 1.5". You've expended some MV, but you've moved 0". No distance moved, no TMM. Just a bit of reorientation.
My wife writes books
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"...I was this many years old when I found out that licking a touchscreen in excitement is a bad idea." - JadeHellbringer
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Re: New player questions regarding Alpha Strike
« Reply #25 on: 26 October 2016, 15:49:23 »
I might've been reading the previous posts wrong...

Mech A in in a wooded hex and doesn't move so he gets the Standstill bonus (0 TMM, -1 TN modifier).
Next turn, Mech A turns one hex-face to the left.  He still gets the Standstill bonus?

Is there a way to get the Standstill bonus but still get the full TMM?  For some reason, I thought this was what sadlerbw and Weirdo were talking about....

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Re: New player questions regarding Alpha Strike
« Reply #26 on: 26 October 2016, 15:57:50 »
I might've been reading the previous posts wrong...

Mech A in in a wooded hex and doesn't move so he gets the Standstill bonus (0 TMM, -1 TN modifier).
Next turn, Mech A turns one hex-face to the left.  He still gets the Standstill bonus?
Yes.

Quote
Is there a way to get the Standstill bonus but still get the full TMM?  For some reason, I thought this was what sadlerbw and Weirdo were talking about....
No. They are separate movement modes. And you can only use one movement mode in a turn.  Standstill: +0 TMM, -1 to-hit modifier on attacks.  Ground Move: standard TMM, no to-hit modifier.  You're either using one or the other. 
Alpha Strike Introduction resources
Left of Center blog - Tukayyid Expanded Random Unit Tables, Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

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Re: New player questions regarding Alpha Strike
« Reply #27 on: 27 October 2016, 05:55:02 »
Yeah, that's why I got confused.  I thought changing facing meant the mech could get both bonuses.  >:D