BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Moonsword on 29 July 2013, 16:31:59

Title: Alpha Strike - 18 September 2019 (v2.5)
Post by: Moonsword on 29 July 2013, 16:31:59
This thread is for all issues and problems with Alpha Strike.

Product Link: http://bg.battletech.com/?wpsc-product=5160-2

Current errata version is 2.5 and can be found here:
https://bg.battletech.com/errata/

There are two releases of Alpha Strike - be sure to cite which release you're working from:
2013 - first printing
2015 - second printing



NOTE: As Alpha Strike has been superseded by Alpha Strike Commander's Edition, we are no longer accepting reports for this book.
Title: Re: Alpha Strike
Post by: glitterboy2098 on 29 July 2013, 21:21:12
Alpha Strike - PDF version

pg 7, Rules
"Sample company level army lists or the clan invasion era of play are even provided to players interested in jumping straight into gameplay'
the "or" should be replace with "for"

pg10, caption for picture
"the mercenary unit Ronim was formed from the Draconis Combine Tenth Ghost Regiment, after refusing orders they deemed a "suicide mission" "
Ronim should be Ronin, and it should be "the Draconis Combine's Tenth Ghost Regiment"

pg 80, Magnetic Pulse
"Magnetic pulse missions are available to units that possess the LRM or SRM specials."
should replace "missions" with "missiles"
Title: Re: Alpha Strike
Post by: Pat Payne on 30 July 2013, 13:30:22
P. 136, entry for the Atlas K: A/S is listed as 10/4, should be 10/8.

Also, not sure if it's errata or if it's a new way of translating the stats that haven't been disseminated, but some of the stats on the army lists do not correlate with their QS card stats. For instance:

P. 135, entry for the Catapult: Weapons damage is shown as 2/3/2, when the QS stats show that with the LRM added, it would actually be 3/3/1.
Title: Re: Alpha Strike
Post by: Alexander Knight on 30 July 2013, 14:04:57
P. 136, entry for the Atlas K: A/S is listed as 10/4, should be 10/8.

AS7-K is a 100-ton 'mech with an IS XL Engine.  Structure 4 is correct.

Quote
Also, not sure if it's errata or if it's a new way of translating the stats that haven't been disseminated, but some of the stats on the army lists do not correlate with their QS card stats. For instance:

QS cards may not be in line with latest errata.
Title: Re: Alpha Strike
Post by: Paul on 31 July 2013, 11:22:23
Alpha Strike p46:

Anti-Missile System (AMS)
A unit with an AMS reduces the damage from any attack specifically delivered by the IF, SRM, or LRM special abilities by 1 point (to a minimum of 1) as long as the attack comes from the front.

REPLACE WITH:
Anti-Missile System (AMS)
A unit with an AMS reduces the damage from any standard weapon attack or Indirect Fire attack from a unit with the IF, SRM, or LRM special abilities by 1 point (to a minimum of 1) as long as the attack comes from the front.

Title: Re: Alpha Strike
Post by: stoicfaux on 07 August 2013, 14:43:00
Alpha Strike pdf.
page 130, Operation Bulldog

Syntax errors:
In the wake of a Jade Falcon attack on Coventry, the Inner
Sphere powers gathered on Tharkad and mad history: they
agreed to reform the Star League, and reform the Star League
Defense Force.


1. Change "mad history" to "made history".

2. Change colon to semi-colon? "history:" to "history;"

3. Remove the 2nd redundant "reform" and unneeded comma:
Change
    "agreed to reform the Star League, and reform the Star League Defense Force"
to
    "agreed to reform the Star League and the Star League Defense Force" or
    "agreed to reform both the Star League and the Star League Defense Force"
Title: Re: Alpha Strike
Post by: stoicfaux on 07 August 2013, 14:54:27
Alpha Strike, PDF.

page 130, 3060 – Strana Mechty, Clan Homeworlds Combatants:
Change "SDLF" to "SLDF".  A search revealed no more instances of "SDLF".

Title: Re: Alpha Strike
Post by: stoicfaux on 07 August 2013, 15:19:39
Alpha Strike, pdf
page 131.

I'm not an editor, so I may be wrong, but:

3060-61 – Nashuar, St. Ives Compact:
Add a comma between "conflict Nashuar":
    "Over the rest of the conflict Nashuar became a meatgrinder world"
to
     "Over the rest of the conflict, Nashuar became a meatgrinder world"

Add "that"
    Nashuar had become so devastated they declared
to
    Nashuar had become so devastated that they declared
Or use a comma in place of that?

3061 – St. Ives, St. Ives Compact
Change:
    "Although it was heavily-garrisoned, a combination of heavy conventional fighting and the terror of the Black May nerve gas attacks perpetrated by Thuggee agents, took its toll."
to either
a)   remove comma between "agents, took":  "perpetrated by Thuggee agents took its toll" 
    "Although it was heavily-garrisoned, a combination of heavy conventional fighting and the terror of the Black May nerve gas attacks perpetrated by Thuggee agents took its toll."

b)  add comma between "attacks perpetrated":  "nerve gas attacks, perpetrated by Thuggee agents, took its toll"
    "Although it was heavily-garrisoned, a combination of heavy conventional fighting and the terror of the Black May nerve gas attacks, perpetrated by Thuggee agents, took its toll."

Remove comma between "people, and":
    "Duchess Candace Liao soon sued for adjudicated peace for her people, and allowed the Compact to be reabsorbed into the Confederation."
to
    "Duchess Candace Liao soon sued for adjudicated peace for her people and allowed the Compact to be reabsorbed into the Confederation."
 
The First Combine-Dominion War
Add comma between "Jaguars and", add "thus", remove comma between "Ghost Bears as well"?
    "Although the Star League had cooperated to destroy the Smoke Jaguars and the Nova Cats had joined the Inner Sphere, erasing the former occupation zone, many in the Draconis Combine’s more reactionary sects ached to reclaim the worlds lost to the Ghost Bears, as well."
to
    "Although the Star League had cooperated to destroy the Smoke Jaguars, and the Nova Cats had joined the Inner Sphere, thus erasing the former occupation zone, many in the Draconis Combine’s more reactionary sects ached to reclaim the worlds lost to the Ghost Bears as well."

3062 – Alshain, Ghost Bear Dominion
Add comma between "stopped the"
    "All three regiments went rogue, and though one was stopped the other two attacked the Ghost Bear capital at Alshain."
to
    "All three regiments went rogue, and though one was stopped, the other two attacked the Ghost Bear capital at Alshain."

?? Remove comma?
    "they annihilated the attacking force, and then declared war on the Combine."
to
    "they annihilated the attacking force and then declared war on the Combine."


Title: Re: Alpha Strike
Post by: truegrit on 07 August 2013, 22:29:33
Alpha Strike, PDF

pg. 28, Movement Cost Table
Prohibited Movement Mode/Unit Type for Water Depth 2"–3"/4+" list "Ground, InfantryF, IndustrialMechs"
I couldn't figure out if the 'F' was special notation, but I believe it should be "Ground, Infantry, IndustrialMechs".

pg.19, pg. 43, Death from Above Attack, Damage to Attacker
In the Intro rules, damage to attacker is (1 damage + 1 if the attacker is size 3 or bigger). Standard rules say damage to the attacker is ( own size + 1 ). Most (all?) of the Intro rules are simplified Standard rules without drastic changes, plus the attacker's size seems irrelevant if you miss the DFA. Suggest changing Intro rules to match the Standard rules.

pg. 55, Altitude Bombing
"…with the BOMB special ability to select 2 or more points of impact (POIs) along its flight path, attacking each point with a minimum of 1 bomb point per 2 inches along the path." is unclear. At first I thought it was about the number of bombs that could be dropped per point. Suggest breaking this sentence up for better clarity. I believe it's meant to be something like "…with the BOMB special ability to select 2 or more points of impact (POIs) along its flight path.  The unit may designate 1 bomb point for each 2 inch segment of its path."

pg. 55, Dive Bombing
"…also available to battle armor units that possess the BOMB special ability and which are hovering over the target hex using VTOL movement.)" Hexes haven't been introduced yet in the rules at this point, and units cannot stack in Alpha Strike. Suggest "…also available to battle armor units that possess the BOMB special ability, are airborne using VTOL movement and are in base contact with a target.)" OR "…also available to battle armor units that possess the BOMB special ability and are airborne using VTOL movement. The POI in this case must be within a 2" radius or the attacking unit.)"

pg. 56, Bombing Diagram
'POI 2' is blocking the 'C' designation. Even though it can be seen in the above diagram, I suggest moving the 'POI 2' to make the example clearer.

pg. 56, Step 5: Roll to Hit, Bombing
No indication of where the "1" location should be for battle armor, especially since infantry have no facing. Suggest an arbitrary North? It doesn't actually matter which direction you choose, but it just feels like an oversight.

pg. 59, Resolving Aerospace Air-to-Air Attacks; pg. 61 Ending Air-to-Air Engagements example
Second line in the section on page 59, refers to "region" on the Radar Map. Since "zone" seems to be the preferred nomenclature, suggest changing this to "zone". Same with the third paragraph of the 2nd column on page 61.

pg. 75, Step 3: Determine To-Hit Number
"As long as the attack is not aimed at a specific unit, however, none of the modifiers the normal weapon attack modifiers for range bracket…situations are applied." has extra words. Suggest "As long as the attack is not aimed at a specific unit, however, none of the modifiers the normal weapon attack modifiers for range bracket…situations are applied."

pg. 75, Step 3: Determine To-Hit Number, Direct Fire
Seventh line: "…attack must also apply any the standard weapon attack modifiers…" is missing an "of" between "any" and "the".

pg. 73, Artillery Range and Damage Table, pg. 76, Step 5: Determine and Apply Damage
The radius of artillery attacks is described as "(to a maximum radius of 6 inches away from the impact point)" even though the Cruise Missile/90 has a listed Area of Effect of 8". Suggest changing Cruise Missile/90 Area of Effect to 6" to match the rules and the other Cruise Missile profiles.

pg. 78, Flechette
Second to last line "word or jungle terrain" should be "wood or jungle terrain".

pg. 89, Sensor Spotting and Stealth Technology and Blip Counters
Stealth, ECM and mimetic armor supposedly prevent any sensor spotting (bottom of the page), but the Sensor Spotting section makes it sound like you still can, but without the active probe boosts. Unsure of which section to change.
Title: Re: Alpha Strike
Post by: nckestrel on 20 August 2013, 11:14:14
p119 Under Repairs, Purchases and Rearming
Add new paragraph before "All new and replacement personnel.."
"Every unit, except for those with the ENE special ability, participating in a track would need to rearm or they are penalized in the next track they participate in.  The penalty is a -1 to damage from all weapon attacks (not physical attacks) made by the unit, and the unit cannot use any weapon-based (or equipment with ammo-based) special abilities (AMS,IF,HT,FLK,AC,LRM,SRM,TOR,NARC,BOMB,MDS,MSL,INARC,RSD,C3RS or ART). Aerospace Fighters with ENE that do not pay to rearm cannot use their BOMB special ability, but do not have any of the other penalties for not rearming."
Title: Re: Alpha Strike
Post by: Itinerant Hobbyist on 22 August 2013, 22:33:11
PDF, Alpha strike
Pg 80
There should be a bold title for the "Thunder Missiles" special ammunition.
Title: Re: Alpha Strike
Post by: nckestrel on 28 August 2013, 10:25:37
p14 and p32 should both add "plus its current elevation."
A jumping unit can jump over any terrain that is lower in height than its jump Move rating plus its current elevation.
Title: Re: Alpha Strike
Post by: wackrabbit on 03 September 2013, 14:08:56
Not sure if this is the appropriate place, but...

Ad Hoc Unit Cards, card 76 of 90, Mad Cat Prime: Change Move:8" to Move:10"
Title: Re: Alpha Strike
Post by: GRUD on 08 September 2013, 06:39:48
Alpha Strike - Print version
Page 62, Photo Caption

"The dread Opacus Venatori, The Word of Blake's elite strike unit, stalk their latest prey. Precentor Beirth leads them into battle with his read and white Archangel."


Should read:
"The dread Opacus Venatori, The Word of Blake's elite strike unit, stalk their latest prey. Precentor Berith leads them into battle with his red and white Archangel."
Title: Re: Alpha Strike
Post by: Xotl on 10 September 2013, 22:14:24
p. 48

"Mimetic armors are similar to Stealth systems (see Stealth (STL), p. 48), in that they make a target more difficult to hit with weapon attacks. Unlike Stealth, the modifiers for mimetic armor are based not on the unit’s type and its range, but by the unit’s type and how far it moved in the current turn’s Movement Phase. (Once again, these modifiers do not affect physical attacks against such units.)
     For attacks made against non-infantry targets with the MAS special, apply an additional +3 to-hit modifier if the unit moved 0 inches in the Movement Phase, dropping to +2 to-hit if the unit moved up to 5 inches, +1 if the unit moved from 5 to 12 inches, and losing the modifier entirely if the unit moved more than 12 inches.
     For attacks made against battle armor targets with the MAS special, apply an additional +3 to-hit modifier if the unit moved 0 inches in the Movement Phase, dropping to +2 to-hit if the unit moved up to 2 inches, +1 if the unit moved from 2 to 5 inches, and losing the modifier entirely if the unit moved more than 5 inches.
     A unit equipped with the LMAS special applies only a +2 to-hit modifier if it moved 0 inches, and +1 if it moved up to 2 inches."

Change to:

"Mimetic armors are similar to Stealth systems (see Stealth (STL), p. 48), in that they make a target more difficult to hit with weapon attacks. Unlike Stealth, the modifiers for mimetic armor are based on hiding a stationary unit. (Once again, these modifiers do not affect physical attacks against such units.)
     For any unit with the MAS special ability, during the Movement Phase, the unit may choose to not move (including no change of facing), in order to put a mark next to the MAS to have it active. For attacks made against targets with the MAS special active, the target replaces its standard target movement modifier with a +3 to-hit modifier from the MAS. LMAS works the same as MAS except with a +2 to-hit modifier.  The active mark is removed during the End Phase."
Title: Re: Alpha Strike
Post by: nckestrel on 18 September 2013, 23:13:42
AS p46, SO p346 (same text in each)
Under SHLD entry.
Change the "additional +2" to "additional +1".
Title: Re: Alpha Strike
Post by: lordxor on 28 September 2013, 22:04:54
AS p.72 PDF

Landing Damage

"An aerospace unit landing in terrain other than will suffer damage."

Should read?

"An aerospace unit landing in terrain other than clear or paved will suffer damage."
Title: Re: Alpha Strike
Post by: nckestrel on 30 September 2013, 11:45:43
p78 under Flak
Remove the first paragraph.

(It's confusing with the way the rest of the Flak entry is written, suggesting that you get a -2 to-hit modifier AND can do damage if you miss by 2 or more.)

Title: Re: Alpha Strike
Post by: nckestrel on 30 September 2013, 11:49:43
AS p39 Underwater Damage
"With the exception of damage from torpedo weapons (units that have the TOR special ability), all damage from underwater weapon attacks that hit a submerged unit is reduced by half (round down, to a minimum of 1)."
change to
"With the exception of damage from energy attacks (weapon attack from units that have the ENE special ability), all damage from underwater weapon attacks that hit a submerged unit is reduced by half (round down, to a minimum of 1).  If the unit has the TOR special ability, add the full TOR damage from that range to the result."
Title: Re: Alpha Strike
Post by: nckestrel on 03 October 2013, 14:15:51
AS p82 under Battlefield Intelligence Ratio
Replace
"For any other result, the number on the left represents the force with the lower BI rating, and the number on the right represent the force with the higher BI rating."
With
"For any other result, the number on the left represents the force with the higher BI rating, and the number on the right represents the force with the lower BI rating."

AS p83 under Area Knowledge
Replace
"To determine the number of units that may begin play hidden, divide the total number of units the force has by the number of those units that possess the Recon (RCN) special ability (see p. 108), rounding normally to the nearest whole number. The result is the number of units that may be hidden—up to a maximum number equal to half of the player’s force."
With
"The number of units that may begin play hidden is equal to the total number of units the force has that possess the Recon (RCN) special ability (see p. 108)—up to a maximum number equal to half the player's force."

Title: Re: Alpha Strike
Post by: nckestrel on 03 October 2013, 14:25:47
AS p44 Under Overheating, Using Overheat Value
Add another paragraph after the Overheat Long (OVL) Special Ability: paragraph.
Overheating with OV0: A 'Mech or Aerospace Fighter can choose to add 1 to its Heat Scale (in addition to or instead of its regular Overheat Value), though it gets no damage bonus for doing so.  This must still be announced as part of the unit's attack.
Title: Re: Alpha Strike
Post by: Alexander Knight on 09 October 2013, 19:26:54
Page 68 and Page 171, Advanced Movement Costs Table:

Add footnote 17 to each of the following terrain types:  Light Woods, Heavy Woods, Light Building, Medium Building, Heavy Building, Hardened Building, Light Jungle, Heavy Jungle, Rough, Ultra Rough, Rubble, Ultra Rubble

Footnote 17:  BattleMechs with the LG special reduce the movement cost by 1" per inch in this terrain type.
Title: Re: Alpha Strike
Post by: Adrian Gideon on 18 November 2013, 18:18:22
p. 80
Mine Clearance
5th paragraph:
Delete "If the attacker misses its target, the mines will scatter 2 inches in a random direction and produce a minefield of half its normal density (rounded down to a minimum of 0)."
Title: Re: Alpha Strike
Post by: Tai Dai Cultist on 08 December 2013, 23:18:53
Print & PDF, Page 80, Smoke missile rules:

2nd paragraph in the smoke missile rules is rules for Thunder missiles instead of Smoke missiles.
Title: Re: Alpha Strike
Post by: Xotl on 12 December 2013, 14:03:24
PDF, p. 59, Establish Engagement Control example, 4th paragraph, 4th sentence:

"A1 adds half its Thurst rating of 6 for a modified Control Roll of 10"

Change "Thurst" to "Thrust"

Title: Re: Alpha Strike
Post by: nckestrel on 27 December 2013, 11:09:59
p 80 Under Smoke
Delete the third paragraph that starts with "Instead of delivering damage, Thunder missiles"
Title: Re: Alpha Strike
Post by: Pat Payne on 28 December 2013, 14:16:32
P. 55, second column first paragraph:

"An Airborne aerospace unit always has LOS to a ground unit unless the ground unit is not completely submerged, underground or inside a structure."

Problem: The word "not" reverses the intended point of the sentence.

Suggested fix: Remove the word "not."
Title: Re: Alpha Strike
Post by: nckestrel on 09 January 2014, 14:43:37
p24, second paragraph (the example)
The percentage for 4 units linked should be 20%, not 25%, and the resulting PVs adjusted to match.

For example, a lance-sized force, with 4 units—one with C3M and a PV of 20, plus three units worth 15 PV apiece, all with C3S— are linked together. Per the rules for C3 equipment, the three C3S units are linked to the master (C3M) unit, adding 10 percent for the first link, plus 5 percent each for the other two units linked, for
a total of 20 percent. The first unit in the lance thus adds 4 points to its PV (20% x 20 PV = 4 PV) for a modified PV of 24, while each of the other three units adds 3 points (20% x 15 PV = 3) for a modified total of 18 PV each. The total PV for the lance is now 78 points.
Title: Re: Alpha Strike
Post by: chronoblip on 20 January 2014, 11:16:39
Printed version (possibly PDF), pg 18, lower right column of text.

Currently states:
No Critical Hit - The hit causes not critical effect.

Suggest that it should state:
No Critical Hit - The hit causes no critical effect.
Title: Re: Alpha Strike
Post by: chronoblip on 22 January 2014, 10:49:01
Printed version, pg 23, lower left column of text, under Force (or Army).

Currently states:
...is also known as his force. Epending on the scale of the game...

Suggest that it should state:
...is also known as his force. Depending on the scale of the game...
Title: Re: Alpha Strike
Post by: Adrian Gideon on 23 January 2014, 19:18:42
p. 37 (and again on p. 169) To-hit Modifiers Table
Insert footnote (between 7 and 9):
8Does not apply to Physical attacks.

p. 59, Step 2: Establish Engagement Control
Example text, 4th paragraph, replace last sentence with:
B1 thus adds only a quarter of its Thrust rating of 6 for a modified Control Roll of 6 (5 + [6 ÷ 4] = 5 + 1.5 = 6.5, round down to 6).

p. 65, Ice
Right hand column, 1st paragraph, 2nd sentence.
Replace "2D6" with "1D6"
Title: Re: Alpha Strike
Post by: nckestrel on 04 February 2014, 12:49:20
p73, in the Artillery Range and Damage Table
The Sniper ART-S Area of Effect value should be changed from 4" to 2".
The Cruise Missile/90 ART-CM9 Area of Effect value should be changed from 8" to 6".
Title: Re: Alpha Strike
Post by: HABeas2 on 20 April 2014, 02:58:38
Hi,

pp. 19 and 43: Charge Attacks

Replace the two sentences: "To find this damage, take the total inches the attacker traveled, divide that by 2, and multiply by the result by the value shown on the Charge Damage Table, rounding normally. The result is the amount of damage inflicted against the target unit." with the following:

"The damage from a successful charge is equal to the number of inches moved, multiplied by the charging unit’s Size value, and divided by 8—rounding all fractions normally. Thus, a Size 3 unit charging 6 inches to its target would deliver 2 points of damage on a successful attack (6 [inches] x 3 [Size] ÷ 8 = 2.25, rounded normally to 2)."

Also, replace the Charge Damage Tables on pp. 19, 43, and 166 with the following:

<<<Begin Table>>>
Charge Damage Formulas

Charge Damage* = Inches Charged x Unit Size ÷ 8

Death from Above = Charge Damage + 1

*Round all fractions normally
<<<End Table>>>

(Writer's Note: This simplified math does not actually change the results of the rule as published; it merely streamlines what had been a clunky damage-calculation process.)

Thanks,

- Herb
Title: Re: Alpha Strike
Post by: Xotl on 29 April 2014, 20:04:08
Master errata list updated with the above, plus new Semi-Guided ruling.
Title: Re: Alpha Strike
Post by: Xotl on 12 May 2014, 05:20:56
p. 43, DFA example:

Brian’s is debating whether his VND-3L Vindicator
Change to:
Brian is debating whether his VND-3L Vindicator

p. 16 and 166, To-Hit Modifiers Table, footnotes:
Modifier Modifier is based on the unit’s available movement,
Change to:
Movement Modifier is based on the unit’s available movement,
Title: Re: Alpha Strike
Post by: Xotl on 12 May 2014, 23:48:00
New Errata for Alpha Strike:

Replace data on p. 73 Artillery Range and Damage Table as follows:

Code: [Select]
Artillery Name                      Special     Max Range   Damage    Area of Effect

Arrow IV (Inner Sphere)             ART-AIS     272"        3 (2)     2" (NA)
Arrow IV (Clan)                     ART-AC      306"        3 (2)     2" (NA)
Arrow IV (Prototype)                ART-AIS     272"        3 (2)     2" (NA)
Thumper                             ART-T       714"        2         2"
Sniper                              ART-S       612"        3         4"
Long Tom                            ART-LT      1,020"      5/2       6"
Long Tom (Primitive Prototype)      ART-LT      1,020"      5/2       6"
Cruise Missile/50                   ART-CM5     1,700"      8         2"
Cruise Missile/70                   ART-CM7     3,060"      11/2      6"
Cruise Missile/90                   ART-CM9     4,080"      16/6      6"
Cruise Missile/120                  ART-CM12    5,100"      22/14     6"
Battle Armor Tube Artillery*        ART-BA      68"         2         2"
Artillery cannons
   Thumper Cannon                   ART-TC      28"         1         2"
   Sniper Cannon                    ART-SC      24"         2         2"
   Long Tom Cannon                  ART-LTC     40"         3         2"

*Infantry units with this artillery weapon may not execute any other attacks in the same Combat Phase that they deliver an artillery attack


Hope that formats clearly enough... BA Tube Artillery will be more fully explained in AS Companion.

- Herb
Title: Re: Alpha Strike
Post by: Xotl on 13 May 2014, 00:09:09
p. 60, Step 7: Roll for Critical Hits
Under "Armor Thresholds", second sentence:

If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting armor value, divided by 10, and rounded up.
Change to:
If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting armor value, divided by 3, and rounded down.
Title: Re: Alpha Strike
Post by: Xotl on 14 May 2014, 04:09:38
Errata: On p. 79 of AS, in the second paragraph of the Arrow IV (Homing or Standard) rules, insert the following after the second sentence to read: “The flight times for an off-board air-launched Arrow attack is 2 turns after firing for an attack from the Central Zone, or 3 turns if the attack was made from the Inner Zone.”

Errata: On p. 76 of AS, add the following sentence to the end of the second paragraph of the Air-Defense Arrow IV rules: “Resolve all damage from a successful Air-Defense Arrow IV attack during the Combat Phase in which it is fired.”

-          Herb
Title: Re: Alpha Strike
Post by: HABeas2 on 18 May 2014, 07:43:35
Hi,

On p. 74 of AS, insert the following between the two paragraphs for Artillery Spotters (Step 3: Determine To-Hit Modifier):

     A unit may act as a spotter for only one artillery attack at a time. Artillery attacks may not benefit from more than one artillery spotter.

Thanks,

-
Title: Re: Alpha Strike
Post by: A. Lurker on 08 June 2014, 09:45:14
In the Alpha Strike Special Abilities Table on page 164, the "Cargo Transport (Tons)" ability refers to page 46, where it is then not actually listed. The reference should presumably point to page 106 instead, where the ability is described (alongside "Cargo Transport (Kilotons)").
Title: Re: Alpha Strike
Post by: nckestrel on 16 June 2014, 15:16:18
p70 Under Light Woods
"should stand 4 inches above the underlying terrain"
should read
"should stand 2 inches above the underlying terrain"

Under Heavy Woods
"should also stand 4 inches"
should read
"should also stand 2 inches"

Ultra-Heavy Woods
"should rise 6 inches"
should read
"should rise 3 inches"
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: Xotl on 27 August 2014, 16:02:51
Howdy.  I'm back from vacation, and bring with me the first Alpha Strike errata release (v2.0), compiling all the changes that will appear in the second printing (including the new material backported in from the Alpha Strike Companion).  Assembled by nckestrel, it features all rulings to date.  As always, the link to the download is in the first post, and I've added it to the main webpage errata as well.

Cheers.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: Stinger on 29 August 2014, 11:28:19
Alpha Strike, 2013 Edition, Print Copy

p8, first paragraph. 

Replace  "approximately 7.5m per inch"  with "approximately 15m per inch".

Justification: 1 hex = 30m = 2in in alpha strike, thus, 15m/inch.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: Xotl on 18 September 2014, 17:04:04
p. 74:
If the attacker is executing a direct-fire artillery attack with an artillery cannon (ART-TC, ART-SC, or ART-LTC specials), the standard weapon range bracket modifiers will also apply to the attack’s to-hit number.
Change to:
If the attacker is executing a direct-fire artillery attack with an artillery cannon (ART-TC, ART-SC, or ART-LTC specials), the standard weapon range bracket modifiers replace the direct fire artillery modifier to the attack’s to-hit number.


p. 74, Indirect Fire:
Indirect Fire: Indirect fire is considered to be the standard means of firing an artillery weapon. All off-board artillery attacks and all on-board artillery attacks not using the direct fire rules notes above must apply the indirect-fire artillery attack to-hit modifier. Indirect-fire artillery can use spotters, but does not require them to make the attack (unlike indirect LRM fire). Artillery attacks using indirect fire may not target a unit unless homing rounds are used, or the attacking weapon is an artillery cannon (ART-TC, ART-SC, or ART-LTC specials). Indirect artillery attacks do not apply range band or terrain modifiers.
Change to:
Indirect Fire, Artillery: Indirect fire is considered to be the standard means of firing an artillery weapon. All off-board artillery attacks and all on-board artillery attacks not using the direct fire rules notes above must apply the indirect-fire artillery attack to-hit modifier. Indirect-fire artillery can use spotters, but does not require them to make the attack (unlike indirect LRM fire). Artillery attacks using indirect fire may not target a unit unless homing rounds are used. Indirect artillery attacks do not apply range band or terrain modifiers.
Indirect Fire, Artillery Cannon: Artillery Cannons can be fired indirectly following the rules for Indirect Fire (p. 36).  Artillery Cannons can indirectly target a POI (Point of Interest) or a target unit, but do not apply immobile target modifiers.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: Adrian Gideon on 10 December 2014, 15:33:03
p. 16 (and again on p. 166) To-hit Modifiers Table, Physical Attack Modifiers
Change:
Charge +2
Melee +1
To:
Charge +1
Melee +0

p. 37 (and again on p. 169) To-hit Modifiers Table, Physical Attack Modifiers
Change:
Charge +2
Melee +1
To:
Charge +1
Melee +0
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: Adrian Gideon on 10 December 2014, 15:44:23
p. 70, after BOGGING DOWN, add a completely new section:

COMBAT OPTION: VARIABLE DAMAGE
The normal rules deliver all of the unit’s potential damage in a successful attack, but this is rarely the case in actuality, as most units carry many weapon systems that feature subtle variances in their effective range, accuracy, and damage output. To better simulate this effect, any time a unit executes a successful weapon attack, its controlling player must roll 1D6 for each damage point the unit would deliver at that range under standard Alpha Strike rules. For each die result of 3 or more, the attack delivers 1 point of damage (up to its maximum damage potential).

Quote from: example text
For example, an AWS-9M Awesome (attack values: 4/4/3) executes a successful attack against an enemy Bushwacker at its Medium range. This attack would deliver 4 points of damage—the Awesome’s normal Medium range attack value—under standard Alpha Strike rules, but the players are using Variable Damage instead, so the player rolls 4D6. The individual die results are 2, 4, 6, and 5. As three of those dice are 3 or higher, the Awesome delivers only 3 points of damage to its target.
When the
Bushwacker returns fire, its standard Alpha Strike damage value of 3 at Medium range is likewise resolved by rolling 3D6. Unfortunately for its controlling player, the rolls are 1, 1, and 2. Despite all three rolls resulting in 2 or less, the Bushwacker delivers 1 point of (minimal) damage to its opponent.

Minimal Damage: A successful attack always delivers a minimum of 1 point of damage, even if all of the Variable Damage roll results yield a 2 or less.
0* Damage: When using the Variable Damage rule, units that deal 0* damage forego their usual damage roll. Instead, its controlling player must make a 1D6 roll. If the result is 5 or higher, the attack delivers a single point of standard damage. Otherwise, the attack still hits, but delivers no damage.
If a 0* variable damage attack is successfully delivered against a unit that is underwater or operating in vacuum, and is susceptible to hull breaches, the attack will prompt a hull breach check even if it delivers no damage at all.
Physical Attacks: Variable Damage does not apply to physical attacks.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: IronSphinx on 08 January 2015, 10:42:15
Alpha Strike PDF (updated PDF, dated 12/10/2014)

p82 - Tandem Charge

This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its AC special ability.

change to:

This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its SRM special ability.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: nckestrel on 22 February 2015, 16:05:24
p47 Mimetic Armor System/Light Mimetic Armor System (MAS/LMAS)
"If a unit with the MAS special ability remains at a standstill during the current Movement Phase (see p. 32),"
change to
"If a unit with the MAS special ability is immobile or remains at a standstill during the current Movement Phase (see p. 32),"
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: SC_Dave on 03 March 2015, 08:14:06
p24 includes revised tables for increasing and decreasing skill. The new tables have not been carried over to p167 where the old table still appears.

p19 (introductory rules) would appear to have the correct rules for charge and DFA attacks. When these rules are presented again in the standard rules section on p43 there are some issues:
a. Under "charge attacks" the "damage to attacker" section is actually discussing attacker damage when executing a DFA attack. The damage to attacker section from charge attacks page 19 should be inserted here instead.

b. Also consider moving the incorrectly placed "damage to attacker" section (under charge attacks on p43) to replace the "damage to attacker" section under DFA attacks on p43. This would keep it consistent with p19.  (The two "damage to attacker" sections on page 43 both discuss DFA attacks but they are not worded the same).

c. The discussion of damage in the charge attack section uses the revised charge damage formula. The revised formula has not however been carried over to the example discussion presented in italics on the bottom right of p43.

On p60, under step 7, armor thresholds are discussed and the formula for calculating the value is stated as "the aerospace unit’s starting armor value, divided by 3, and rounded down" I understand this is correct from previous errata. However toward the top left of p58, armor thresholds are also discussed and the old formula of "the aerospace unit’s starting armor value, divided by 10, and rounded up" is presented.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: nckestrel on 09 March 2015, 15:26:39
p48, Stealth (STL)
Add after last paragraph of Stealth,
"A unit with STL is (intentionally) blocking it's own emissions with its ECM.  Any Stealth unit is affected as if in an enemy ECM field (See ECM, p 46)."
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: nckestrel on 09 March 2015, 15:46:11
p37, To-Hit Modifiers Table
Under Miscellaneous Modifiers
Add footnote to "Attacker is Immobile/Standing Still"
Add a line under that "Attacker used Jump Movement +2" and the same footnote as immobile/standing still

footnote: "Infantry (conventional and battle armor) do not use the standing still or jumping attacker movement modifiers."

p169 to match.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: nckestrel on 10 March 2015, 17:01:08
p23, before 'Mechs definition
Infantry: Infantry includes both conventional infantry and battle armor.
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: nckestrel on 11 March 2015, 06:39:03
p24, Adjusting for Skill
after first paragraph add
"Drones: Units equipped with a Drone (DRO) special use the Skill of their remote operator to determine any PV modifiers for Skill. Remember, however, that such drones always receive a +1 Skill value due to their nature, so a drone operated by a Skill 4 operator must be valued as if the drone unit has a Skill of 5."
Title: Re: Alpha Strike - 27 Aug 2014 (v2.0)
Post by: nckestrel on 11 March 2015, 07:16:11
p43, Charge Attacks, Damage to Attacker
replace paragraph with
"Damage to Attacker: If the Charge attack is successful, the attacking unit also suffers 1 point of damage if its target is Size 3 or higher. This damage does not count as an attack by the target unit, which may attack normally during its Combat Phase."
P43, Death from Above Attack, Damage to Attacker
Replace paragraph wit
“Damage to Attacker: If the DFA attack succeeds, the attacking unit also suffers damage equal to its own Size. This damage does not count as an attack from the target unit, so the target may attack normally during its own Combat Phase. If the DFA is unsuccessful, the attacking unit suffers 1 point of damage (+1 extra damage point if the attacker’s Size is 3 or higher).”
p43, Example
"If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches ÷ 2 = 3.5; 3.5 x 0.5 = 1.75, rounding normally to 2) on a successful attack"
change to
"If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches x 2 Size ÷ 8 = 1.75, rounding normally to 2) on a successful attack

p58, Aerospace Armor Thresholds
"starting armor value, divided by 10"
change to
"starting armor value, divided by 3"

p167, "Point Value Skill Rating Table"
replace with the tables from p24
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: Xotl on 11 March 2015, 11:56:23
As there was a delay in between when the errata for the new printing of Alpha Strike was created and when the pdf came out, Adrian Gideon the tricksy hobbit managed to sneak in further corrections to the text, which will also appear in the second printing.  I've updated the errata today (2.0a) to include these additional changes, and to make sure that the errata and the new printing are consistent with one another.

The new rulings included are highlighted in red for easy locating.  They have all appeared in this thread already.

As for an entirely new version of the errata, I think that will appear in late May: I now plan to issue errata for the core books each year around that time, so that it's up to date before Origins and GenCon.
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: nckestrel on 27 March 2015, 10:55:42
Alpha Strike rulebook, p35, Indirect Fire
"Indirect fire attacks use the range modifier of the attacking unit, the movement modifiers of the target, and terrain modifiers based on the spotter’s LOS."
change to
"Indirect fire attacks use the range and movement modifier of the attacking unit, the movement modifiers of the target, and terrain and movement modifiers based on the spotter’s LOS."

p74, Direct Fire
"In addition, a direct-fire on-board artillery attack must also apply any of the standard weapon attack modifiers for intervening terrain and—if the target is a unit—the target’s type and movement modifiers."
change to
"In addition, a direct-fire on-board artillery attack must also apply any of the standard weapon attack modifiers for intervening terrain, attacker movement modifiers and—if the target is a unit—the target’s type and movement modifiers.

p36, Jumping
"Attacks made by a jumping unit (regardless of the attack type) receive a +2 to-hit modifier."
change to
"Attacks made by a jumping non-infantry unit (regardless of the attack type) receive a +2 to-hit modifier."
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: Xotl on 31 March 2015, 14:16:47
p. 34
Step 1: Verify Line of Sight
After the "if less than one-third..considered to be blocked." add
"Conversely, if more than two-thirds of the attacking unit's miniature is blocked from seeing the target miniature by solid terrain, the line of sight is blocked. The blocking of line of sight works both directions, if the attacker is not blocked from seeing the target, the target is not blocked from seeing the attacker. And if the attacker is blocked form seeing the target, the target is blocked from seeing the attacker."
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: nckestrel on 12 May 2015, 10:19:46
p20-21, Cooling Down
replace 2 inches (or more) of water depth with 1 inch (or more) of water depth

p45, Cooling Down
replace 2 inches (or more) of water depth with 1 inch (or more) of water depth
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: nckestrel on 18 May 2015, 13:59:12
p37 To-Hit Modifiers Table
under Target Type Modifiers, change
"DropShip"
to
"Airborne DropShip"

under Miscellaneous Modifiers, add a line
"Grounded DropShip      -1"

Note: Grounded Spheroid DropShips are always immobile, getting the Attacker is Immobile/Standing Still modifier when attacking, and the immobile target movement modifier when being attacked.   Grounded Aerodyne DropShips have a choice or standing still or moving, as with a standard ground unit.
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: nckestrel on 21 May 2015, 14:30:20
p42, Step 7A: Roll for Motive Systems Damage
remove "roll 1D6. On a result of 1 through 4, there is no motive system damage.
If the 1D6 roll is 5 or 6,"
So that it reads "..is damaged by an attack, roll 2d6 and consult the Motive Systems Damage Table,..."
Title: Re: Alpha Strike - 11 Mar 2015 (v2.0a)
Post by: Scotty on 22 May 2015, 15:46:02
pg. 48, Turret TUR(#)
Quote
Weapon attacks made using the turret cannot be combined with any other special attack ability (such as IF, FLK, and so on).

This paragraph directly contradicts the description of turrets on pg. 133 of the Companion, when determining special abilities during unit conversion.

Quote
If weapons that qualify for other special unit abilities—such as AC, FLK, IF, and so forth—are also mounted in the turret, the values covering only the turret-mounted versions of those weapons must be calculated as well, and added to the unit’s TUR special accordingly."

Suggestion: Change text from the top passage to read "Weapon attacks made using the turret cannot be combined with any special attack ability not included in the unit's TUR special ability."
Title: Re: Alpha Strike - 27 May 2015 (v2.1)
Post by: Xotl on 27 May 2015, 14:36:40
Version 2.1 has just been released.  Mostly we're dealing with little things, but the major items included this time around are:

Aerospace units with RCN can now spot for artillery
New to-hit modifiers for jumping units and grounded dropships
New Standard-level artillery rules (thanks all for your helpful comments in previewing these)
Revamped Motive System Damage that makes vehicles more vulnerable and brings those rules more in line with TW's version

The rules will sit here for a few days or a week, and if no major issues are found, it will go live to the main BT website then.  As always for a core rulebook, the errata should not be considered in a fixed and final form until it appears on the BT website.

I'd like to thank you all for your errata reports and rules questions.  They're greatly appreciated.
Title: Re: Alpha Strike - 29 May 2015 (v2.1)
Post by: Xotl on 29 May 2015, 15:54:12
As mentioned, this would be updated if issues were found.  Following the release of the standard rules artillery, it was decided to bring both artillery versions in line with each other in terms of damage.  Thus, both artillery rulesets now use the reduced damage values that originally appeared in the standard rules version.  The errata in the first post has been updated to reflect this (version number is the same, as it will remain until the errata goes lives on the main website, but you'll notice the date has been updated to reflect today).
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: Xotl on 06 June 2015, 10:42:25
It seems to have held up, so it will be going live on the main webpage today.  While I waited a couple of new rulings were issued, and I've folded them in as well.  The official v2.1 has a date of 6 June, in line with the new TacOps and TW errata.  The following were added since I first previewed it here:

Artillery table updated/corrected
AoE damage and mechanized battle armour clarified
Drone mod removed from to-hit table (it's already got a separate rules section explaining that it's actually a skill rating mod; didn't want to confuse people into thinking it was applied twice)
Strafing updated
Removed an accidental double-entry
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: Megamandinga on 28 June 2015, 22:22:41
Alpha Strike rule book(2015), p31, Wheeled Support Vehicles
"If a wheeled support vehicle lacks the ORO (off-Road) special ability, then it must pay an additional 1 inch of Move foe every inch traveled on unpaved terrain."
change to
"If a wheeled support vehicle lacks the ORO (off-Road) special ability, then it must pay an additional 1 inch of Move for every inch traveled on unpaved terrain."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 02 July 2015, 14:41:25
p51, C3 Emergency Master
after "...shutting down in the End Phase of the second turn."
add
"After the emergency master shuts down, the unit's c3 slave also burns out.  Even if the original master is restored, the emergency master can no longer be a part of the c3 network until the c3 emergency master is repaired."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 06 July 2015, 17:33:28
p77, Cluster artillery munitions (section begins on previous page)
after
"For targets outside the original template but within the expanded AoE template, the cluster artillery delivers half its modified damage (rounded down)."
add
"Any value reduced from 1 to 0, whether in the original AoE template or in the expanded AoE template, receives a 0* (see Minimal Damage p XX)."

Change the damage values in the example
"Thus, a cluster shot from an ART-LT weapon, which ordinarily inflicts 5 damage to the point of impact, would be reduced to 4 points of damage to all targets with the 6” AoE template, and 2 points of damage to all targets within the additional 2” of the edge of the 6” AoE template."
change to
"Thus, a cluster shot from an ART-LT weapon, which ordinarily inflicts 3 damage to the point of impact, would be reduced to 2 points of damage to all targets with the 6” AoE template, and 1 point of damage to all targets within the additional 2” of the edge of the 6” AoE template."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 17 July 2015, 15:35:35
p51, C3 Boosted Systems
Add new paragraph
""Standard and boosted C3 systems can be connected together into the same network. However, communication is a two-way street: in such a network, communication with a non-boosted member is still cut off as normal if data is transmitted through, or into, the effect radius of any hostile ECM. "
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 20 July 2015, 15:04:57
p73, Artillery
Add a new section
Artillery Attacks while Airborne
An airborne unit (VTOL with elevation, or any airborne aerospace/conventional fighter, WiGE, support vehicle with VTOL or aero movement) can make artillery attacks only with the ARTAIS or ARTAC special abilities.  An airborne unit can only make indirect artillery attacks and only ground targets (units or Points of Interest) may be targeted. Other artillery attacks (other Artilllery types or direct fire Arrow IV) can only be made while grounded.
If the attacking unit is on-board (including an aerospace unit with a flight path on the ground map) it follows the artillery rules as normal, but with an additional +1 to-hit modifier for an airborne artillery attack. A unit with a flight path may choose any point along the flight path to make the attack from.
If the attacking unit is on the abstract aerospace Radar Map, it may make the airborne artillery attack from the Inner Ring. This attack will have a flight time of 1 turn, and also have the +1 to-hit modifier for an airborne artillery attack.
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 27 July 2015, 15:29:54
p55, Altitude Bombing.
Change "2 or more points of impact"
to
"1 or more points of impact"
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 28 July 2015, 09:28:05
p85, add a new section
Attacks by Buildings
Standard buildings have no weapons and cannot make attacks.  Advanced Buildings will have their own unit card and, if armed, can make attacks as a normal unit.  Turrets on buildings are a separate attack from their standard weapon attacks, and they make this attack in addition to their standard weapon attack.  An advanced building can make a standard weapon attack, a turret attack, and a REAR special ability attack each turn if it has damage values for each of those (see REAR special ability for rules on combining REAR and standard weapon attacks).
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 03 August 2015, 14:50:24
p110, Base-to-Base Contact:
"Base-to-Base Contact: Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact."
change to
"Base-to-Base Contact: Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, is in base-to-base contact. In hex map play, units may make weapon or physical attacks against targets in base-to-base contact."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 10 August 2015, 13:50:55
p61, Ending Air-to-Air Engagements
at the end of the paragraph that starts with "If both players choose to continue the engagement.." add a sentence
"Units in the Central Zone can't continue the engagement, and all units in the Central Zone automatically disengage during the End Phase."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 10 August 2015, 14:38:25
p97, Destroying a mobile structure
"it will crash on the ground map"
change to
"it will crash on the ground map at the end of its flight path"
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 10 August 2015, 14:51:27
p27, Forced Withdrawal (Optional)
Before "Forced Withdrawal is an optional rule.."
Add a section
"Forced Withdrawal and Transports: A unit under forced withdrawal will not mount or stay mounted on any transport unless it also is under forced withdrawal and the transport's Move is at least as fast as the unit's own Move.  A transport under forced withdrawal will not slow down to load or unload (for example, to unload cargo).  The transport can mount/dismount units that do not cost any Move to mount/dismount."

last bullet point of Crippling damage that starts with "The unit has been immobilized through Critical Hit effects."
change to
"The unit has been immobilized through damage, Critical and/or Motive Hit effects."

p32, Infantry Transport
replace the sentence
"It costs an infantry transport unit 2 inches of Move to mount (pick up) or dismount (drop off) battle armor or infantry."
with
"It costs an infantry unit 2 inches of Move to mount on to an infantry transport unit."

p33, Mechanized Battle Armor
"requiring any mounting to occur at the start of the transporting Omni’s Movement Phase, at a cost of 2 inches of Move to the Omni, and requiring any dismounting to occur at the end of the Omni’s Movement Phase."
change to
"requiring any mounting to occur during the transported Battle Armor's Movement Phase, at a cost of 2 inches of Move to the Battle Armor, and requiring any dismounting to occur at the end of the Omni's Movement Phase."

p33, Extended Mechanized Special Ability
"However, the transport mounted by these units will not only have to spend 2 inches of Move to pick up such units, it will lose 2 inches of Move per turn as long as the XMEC unit remains on board."
change to
"However, the transport will lose 2 inches of Move per turn as long as the XMEC unit remains on board."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 19 August 2015, 12:57:07
p41, Motive System Damage Table
replace the current note on -2" Move and -50% Move with
"A unit reduced to 0" (or less) Move is immobilized."
Add a note on -50% Move
"Round fractional Move ratings down. There is a minimum Move loss of 2"."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 20 August 2015, 15:28:41
p36, after Jumping
"If an attack is made before a ground unit target has moved this turn, the target unit is treated as if it used ground movement."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 25 August 2015, 15:10:49
p91, ECM/ECCM
before Mobile Headquarters, add a new section
Angel ECM: An Angel ECM unit set to split ECM and ECCM no longer affects units as an Angel ECM, but only as a standard ECM.  An Angel ECM set to 2 ECCMs does not affect units as an Angel ECM or standard ECM.

p51, C3 Boosted Systems
replace
"with up to four slaves"
with
"with up to three slaves"
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 26 August 2015, 10:32:51
p54, Hovering in Place
Add a sentence at the end of the paragraph
"The hovering unit, for its movement, moves its miniature to the end of its previous flight path, and points the miniature across the playing area to create a new flight path for this turn."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 09 September 2015, 13:47:06
p117, Objectives
after first sentence, add a new sentence
Objectives are checked at each End Phase for completion. If an objective has the track ending upon completion, the current End Phase is the end of the track.
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 30 September 2015, 12:12:40
p76, Air Defense Arrow IV
"In place of artillery attack rules, air-defense Arrow’s are resolved as standard ground-to-air weapon attacks (see Ground to Air Combat, p. 60). For targets in the Central Zone that are engaged in air-to-ground actions, treat the air-defense Arrow as if it is attacking at Short range.
If the target is in the Central Zone, but is not attempting to land or engaging in air-to-ground combat, the air-defense attack is made at Medium range."
change to
"In place of artillery attack rules, air-defense Arrow’s are resolved as standard ground-to-air weapon attacks (see Ground to Air Combat, p. 60). If the target is in the Inner Ring, the range is Long.  If the target is in the Central Zone, measure the distance from the attacker to the target's flight path (distance to flight path does not include any adjustment for altitude).  If the flight path is at or within 24", the range is Short.  If the flight path is more than 24" from the attacker, the range is Medium."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: Descronan on 12 November 2015, 00:37:33
If not already addressed, a clarification would be most helpful here:

Alpha Strike P76
Air-Defense Arrow IV

Air-defense Arrow IVs
may not target ground
units (including grounded
aerospace units, or airborne VTOL, or Wige), nor may
they target airborne units
beyond the Inner Ring on
the Radar Map.

Insert - bolded entry above.

http://bg.battletech.com/forums/index.php?topic=49076.0


Xotl: Page 23 defines unit types.  However, a further item will be added to the list in the upcoming errata to help clarify further.  Thanks!
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: Xotl on 13 November 2015, 01:32:32
Additional Game Terms for Standard Alpha Strike (p. 23)
Insert the following new subsection:

     Airborne: Any unit that is in the air, whether an aerospace unit or a ground unit such as a WiGE or VTOL, counts as airborne. Units that are hovering or jumping, have landed, or are taxiing/taking off are not considered airborne.
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: ConstableBrew on 08 December 2015, 02:20:16
Alpha Strike Errata v2.1, pg 36, Artillery range and damage table, rows 3 and 4

Thumper AR-TT 714” 1 2”
Sniper AR-TS 612” 2 2”

change to

Thumper ART-T 714” 1 2”
Sniper ART-S 612” 2 2”
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 08 December 2015, 11:48:57
p16, p37, p166, p169 To-Hit Modifiers Table
change Death From Above from +3 to +1
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 18 February 2016, 09:47:44
p46, Anti-Missile System
Change "front arc" to "front firing arc".

p57, Step 6: Determine and Apply Damage
Change "is always delivered to the target's front arc" to
"is always delivered to the target's front hexside attack direction"

p57, DropShip Attacks
Change "unit's front arc weapons" to "unit's front firing arc weapons"

p60, Determine and Apply Damage
Change "as if the aerospace unit is being hit in its front arc," change to "as if the aerospace unit is being hit in it's front hexside attack direction"

Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 15 March 2016, 09:26:42
p32, Transporting Infantry
"If a transport is destroyed, any units it is transporting are placed
on the map immediately as if they had dismounted. If there is
nowhere to dismount due to stacking rules, place them as close
(based on how much Move the unit would have to expend to
move to the location) to the destroyed transport as possible. If
the resulting terrain is prohibited (a tracked vehicle carried by a
DropShip on the abstract aerospace map), the unit is destroyed."
change to
"If a transport is destroyed, any units it is transporting are destroyed as well."

p61, Ending Air-to-Air Engagements
Before "if both players choose to continue the engagement.."
add
"Units choosing to continue an engagement must declare they are using their front firing arc in that engagement. If the engagement continues (see below for resolving continuing engagements), the front firing arc may not be used against any other target.  If the unit has already attempted (successfully or not) to continue an engagement this turn, the unit automatically is forced to choose not to continue any other engagements it is in."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 15 March 2016, 10:24:57
p35, Indirect Fire
Add to end of Indirect Fire Section
"Units with the IF# and LRM #/#/# specials may make use of all alternate munitions, Special Pilot Abilities, and quirks available to the LRM#/#/# special when making indirect fire attacks, but are limited to using the LRM special ability's long range value if it is lower than the IF special ability value."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: Xotl on 16 March 2016, 11:54:08
Abstract Aerospace Movement (p. 54)
First paragraph, last sentence

Units with a current Thrust of 10 or higher can move two zones per turn.
Change to:
Units with a current Thrust of 7 or higher, if in the Outer or Middle Rings at the beginning of the Movement Phase, can move two zones per turn.  Units with a current Thrust of 10 or higher can move two zones per turn even in the Inner Ring or Central Zone.

Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 17 March 2016, 09:59:16
p70, Combat Option: Variable Damage
add before example

“Overheat, NARC, bonus damage from attacking to the rear, special abilities and other effects that add to damage are checked for variable damage, each point rolling as described above.  A unit with 2/2/2 attacking at short range to the rear of the target would roll three, twice for its 2 damage at short range and once for attacking from the rear.
AMS, armor special abilities and other damage reduction effects is done after checking for variable damage.  So if a unit with 3/3/2 and the IF special ability attacks a unit with AMS at medium range, the attacker rolls three dice (for its 3 damage at medium range). The total after rolling for variable damage is then reduced by 1.”
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 29 March 2016, 15:31:33
p24, Add Skill Rating Table
The current p167 Point Value Skill Rating Table minus the PV modifier column and renamed.

p167, Point Value Skill Rating Table
Remove PV Modifier column and rename the table Skill Rating Table.
Add Low-Skill PV Decrease Table and Improved-Skill PV Increase Table from p24.

Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 04 April 2016, 11:46:37
p90, High Altitude Drops
Attacks Against Dropping Units
after "These attacks apply the normal air-to-air combat rules, but do not apply the airborne aerospace target modifier."
add "The dropping units automatically fail all Control Rolls while on the Radar Map."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: GoldBishop on 26 April 2016, 14:18:23
Not sure if I should suggest this here or elsewhere... but after getting an answer to my question (found  Here  (http://bg.battletech.com/forums/index.php?topic=52454.msg1209909#msg1209909)) I wanted to make sure others were aware of the clarification.

A suggested Errata for AlphaStrike...

p.43, under Physical Attacks -> Determine and Apply Damage ->  Anti-'Mech Infantry, First Sentence:
"On a successful attack, the infantry unit delivers it's normal to the target..."
should be changed to
"On a successful attack, the infantry unit delivers it's Short Range Damage Value to the target..."
and, [perhaps some editing for clarity] at the end of the paragraph:
"If the attacking unit fails to inflict at least 1 point of damage, it does not get to roll for a Critical Hit. (See Minimal Damage p.38)"
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 03 May 2016, 11:58:10
"① Step 1: Verify Line of Sight (p. 34)
At the end of the second paragraph insert the following:
Conversely, if more than two-thirds of the attacking unit's miniature is blocked from seeing the target miniature by solid
terrain, the line of sight is blocked. The blocking of line of sight works both directions, if the attacker is not blocked from
seeing the target, the target is not blocked from seeing the attacker. And if the attacker is blocked form seeing the target,
the target is blocked from seeing the attacker."
change to
"① Step 1: Verify Line of Sight (p. 34)
At the end of the second paragraph insert the following:
Conversely, if more than two-thirds of the attacking unit's miniature is blocked from seeing the target miniature by solid
terrain, the line of sight is blocked. The blocking of line of sight works both directions, if the attacker is blocked from
seeing the target, the target is blocked from seeing the attacker and if the target is blocked from seeing the attacker,
the attacker is blocked from seeing the target."
Title: Re: Alpha Strike - 6 June 2015 (v2.1)
Post by: nckestrel on 16 May 2016, 11:27:48
p17, Occupying and intervening Terrain
add sentence at end of paragraph
"If terrain is occupied by the unit, the first 1" of that terrain extending away from the base of the unit is still considered the occupied terrain.  Occupied terrain more than 1" from the base of the unit becomes intervening terrain. For example, if a unit occupies a building, and is within 1" of the edge of the building, the building is occupied but not intervening so it does not block LOS.  If the same unit occupies a building, and line of sight is drawn through more than 1" of the building, then building is now intervening and blocks LOS.  For Woods, if the unit occupies the Woods, the first 1" away from the base of the unit does not count toward the 6" of Woods blocking LOS."
Title: Re: Alpha Strike - 6 June 2015 (v2.2)
Post by: Xotl on 06 June 2016, 11:44:17
And the new errata is out.  You'll have noticed that there are two versions, one for the first printing and one for the second.  That way, if you have the newest printing, you don't have to wade through piles of old errata to see what's changed.  Because I've implemented this, I'm not continuing with the Simplified releases.

Major new points:
 - Forced withdrawal and infantry
 - IF and special munitions
 - Reduction of the DFA to-hit mod
 - Major artillery changes
 - STL can now be shut on and off
 - Aero units with a thrust of 7-9 receive an abstract aero move bonus
 - Rewrote the to-hit modifiers table for clarity and completeness
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: Jim1701 on 06 June 2016, 18:47:02
On pg 10 of the second printing errata doc the Advanced Options header should be moved up so it is above the Climbing and Sprinting changes.  Unless climbing and sprinting have been moved to the standard rules, of course. ;)


Xotl: awesome, thanks.  Corrected version will go up in eight hours or so.
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: Xotl on 07 June 2016, 02:37:52
Both PDFs with corrections reported here and in the AS forum.  Redownloads as of now should fetch them, though you may have to refresh your browser cache.
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: nckestrel on 21 June 2016, 10:12:31
p30 (and p168)
change Water numbers to:
depth  cost
0"       +0"
1"       +1"
2"+     +6"
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: nckestrel on 12 July 2016, 09:21:32
p34, Water
change second paragraph
from
"If a unit is completely submerged within water (such as a ’Mech unit standing in water features of 2 or more inches in depth), LOS
to (and from) the submerged unit is considered to be blocked, even from units operating on the water surface (such as hover, WiGE, or naval vehicles)."
to
"Submerged Units: A submerged unit is one underwater.  Completely submerged units must be in water deep enough to cover the unit's height, such as a 'Mech unit standing in water 2 or more inches in depth (see Unit Heights p.99). Partially submerged units are in water that is at least 1" deep, but less than the unit's height, such as a 'Mech unit standing in 1 inch deep water. A non-submerged unit is not in water, or is a unit on the surface of the water (such as a hovercraft on water).

Attacks are blocked from a partially submerged or non-submerged unit to a completely submerged unit.
LOS and attacks are blocked from a completely submerged unit to a non-submerged unit.
Attacks are blocked from a completely submerged unit to a unit on the surface of the water.
A completely submerged unit has LOS and may attack another completely or partially submerged unit in the same water feature (where the LOS travels entirely through water)."

p35, Underwater and Torpedo Attacks
"Underwater and Torpedo Attacks: Torpedos (see TOR# special ability, p. 48) are used for making attacks while submerged (see Water above).  Torpedo damage is not reduced for being underwater (see Underwater Damage p. 39).  In addition, Torpedos can be used to make attacks between submerged units and those on the surface, these attacks use only the Torpedo damage.

Examples:
A submarine in 1" deep water (completely submerged) may attack another submarine in 1" deep water (completely submerged).
A submarine in 1" deep water (completely submerged) may attack a 'Mech in 1" deep water (partially submerged).
A submarine in 1" deep water (completely submerged) cannot attack a hovercraft on the surface (not submerged), unless the unit is only using torpedos.
A 'Mech in 1" deep water (partially submerged) may not attack a submarine in 1" deep water (completely submerged), unless the unit is only using torpedos.
A hovercraft on the surface may not attack a submarine in 1" deep water (completely submerged), unless the unit is only using torpedos."
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: NeonKnight on 09 August 2016, 14:12:36
Forgive me as I do not have the recent print copy for the book to confirm page numbers, entries etc.

I was just demoing the AS Academy at GenCon and noticed a lot of issues with the Second printing book.

Off top of head:

REAR #/#/#

This is listed in the section on Special Abilities (around page 48), but is absent on the Special Abilities Table in the back of the book.

The Table for Attack Modifiers in the Back of the Book (page 169?) is the still the original chart from the First Printing, and thus is missing the modifiers for STAND STILL and JUMP.

Thanx, and again sorry not proper format.


*EDIT

Just Downloaded the newest PDF, and these errors are in the PDF as well.
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: nckestrel on 31 October 2016, 23:03:27
p23, After Aerospace Units add
"Heat Tracking Units: Only 'Mechs and Aerospace Fighters track Heat in Alpha Strike, and only these two unit types are heat tracking units.  All other unit types are non-heat tracking units."
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: Alfaryn on 04 December 2016, 08:04:55
Pp. 121-125, 2013 Print edition

PROBLEM 1. REPAIR, REARMING AND REPLACEMENT

Both Meeting Engagement (p.121) and Counterattack (p.124) tracks can lead to either Breakthrough (p. 122) or Pursuit (p. 124) tracks (see flowchart on p. 116 for a quick clarification). The rules of those tracks seem to disagree on what forces the players can repair, replace or rearm units before Breakthrough and possibly Pursuit tracks.

Meeting Engagement says in the Next Track section, that neither side can repair, replace or rearm units after this scenario. This is consistent with Breakthrough, but not necessarily with Pursuit scenario.

Counterattack says in the Next Track section, that both sides can repair, replace or rearm units after this track. This is inconsistent with Breakthrough (which specifically prohibits repairs before it), but not necessarily with Pursuit track.

Breakthrough says that both the Attacker and the Defender may not repair any units before entering the scenario (and says nothing about rearming or replacement). This is consistent with Meeting Engagement, but not Counterattack (which specifically allows repair after it).

Pursuit does not specify if the players can repair, rearm or replace any units before the track.

RECCOMENDATION 1

Make Next Track rules for repairs, rearming, and replacement of the Meeting Engagement and Counterattack scenarios consistent with Breakthrough and Pursuit Game Setup Rules. This will most likely means one of two possible things:
1. if repair, rearming, and replacement is to be allowed after Counterattack, remove the rule, that the players can’t repair units before Breakthrough,
2. if repair, rearming, and replacement is not to be allowed after Counterattack prohibit the players to make any repairs, rearming and replacement after Counterattack, and still scratch the rule that the players can’t repair units from the Breakthrough Game Setup section, as it will be redundant there, and would have no counterparts in the other tracks in the campaign.

PROBLEM 2. SALVAGE AND UNITS NOT USED IN THE PREVIOUS TRACK

All tracks say in their Game Setup Rules, that players may use any units used in the previous tracks. Two tracks (Assault and Defense) specifically prohibit fielding units taken as salvage in directly preceding tracks, and Counterattack specifically allows it. Breakthrough and Pursuit do not say if players can use recent salvage. None of the tracks say if players can use any of their forces not used in directly preceding tracks.

RECCOMENDATION 2

Add rules about using salvage from directly preceding tracks to the Game Setup sections of Breakthrough and Pursuit tracks. For clarity add the rule, that players may use any units not deployed in previous tracks (respecting the limit of total forces allowed of course) to Game Setup Sections of all tracks except Meeting Engagement (which never has any previous tracks).
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: Scotty on 20 January 2017, 23:25:39
Pg. 78, second printing (PDF)

The issue is the following paragraph, under Alternate Bomb Munitions:
The issue is obvious, I think; no ASF has higher than BOMB3 anymore, which means these numbers are... fairly off.

Bumping this one, due to a lack of response and the fact that it came up again in another game.
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: nckestrel on 13 March 2017, 09:03:17
p78, Arrow IV Missiles
change
"Thus, an aerospace unit with the BOMB8 special may carry up to 7 Arrow IV missiles, or 1 Arrow IV missile and 6 bombs of other types, or 8 non-Arrow IV missile bombs."
to
"Thus, an aerospace unit with the BOMB3 special may carry up to 2 Arrow IV missiles, or 1 Arrow IV missile and 1 bomb of another type, or 3 non-Arrow IV missile bombs."

p78, Arrow IV (Homing or Standard), second paragraph
change "Central Zone or Inner Ring without the airborne unit on the ground map," to "Inner Ring"
Title: Re: Alpha Strike - 6 June 2016 (v2.2)
Post by: pipeline on 09 May 2017, 13:46:00
Version: errata 2.2
Location: page 6 Under More Experienced Skills
The Error: For ease of reference, this formula is translated into the High-Skill PV Increase Table shown below.
The Correction:  For ease of reference this formula is translated into the Improved-Skill PV Increase Table shown below.

OR

Version: errata 2.2
Location: page 5 Force Balancing
The Error: Improved-Skill PV Increase Table
The Correction: High-Skill PV Increase Table
Title: Re: Alpha Strike - 6 June 2017 (v2.3)
Post by: Xotl on 05 June 2017, 05:04:09
New errata for the year is up.  No time to go over the changes (big artillery nerfs!), sorry, but they're all in the New Additions section as usual.
Title: Re: Alpha Strike - 6 June 2017 (v2.3)
Post by: pipeline on 10 June 2017, 13:15:39
Thanks for all the hard work.
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: Xotl on 29 July 2017, 04:55:17
The AS errata has been updated to v2.3.1 (and uploaded to the main website).  This is essentially the same as v2.3, but backs out the air-to-ground attack changes until we can come up with something more agreeable to the player base.  Cheers.
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: NeonKnight on 30 July 2017, 02:31:58
I think, this is Errata for the Errata:

Page 15 of the Errata Document:

② Converting Movement and Distances (p. 110)
Under “Base-to-Base Contact”, first sentence
Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact.
Change to:
Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, is in base-to-base contact.

Should maybe be:

② Converting Movement and Distances (p. 110)
Under “Base-to-Base Contact”, first sentence
Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact.
Change to:
Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, qualifies for base-to-base contact.
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: Weirdo on 08 August 2017, 15:09:42
Please repost this as a question in the appropriate rules forum so that the rules group may determine the best precise wording.
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: Scotty on 27 August 2017, 12:19:20
Alpha Strike
Corrected 2nd Printing
Pg. 68 and 171, Advanced Terrain Movement Cost Table

Table lists incorrect movement costs for changing elevations.  Chance the relevant entries to read:

Level Changes (up or down)
Per 1" elevation      +2"(Mechs, ProtoMechs)
Per 1" elevation      +2"(VTOLs in Air)
Per 1" depth           +2"(Submarines in Water)
Per 1" elevation      +4"(Infantry, Ground Vehicles
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: nckestrel on 11 December 2017, 23:21:02
Alpha Strike
p33
Mechanized Battle Armor
2nd paragraph change to
"Mounting and dismounting battle armor from an Omni unit follows all the same movement rules as does mounting and dismounting infantry from a dedicated infantry transport."

Extended Mechanized Special Ability
change
"However, the transport mounted by these units will not only have to spend 2 inches of Move to pick up such units, it will lose 2 inches of Move per turn as long as the XMEC unit remains on board. "
to
"However, the transport mounted by these units will lose 2 inches of Move per turn as long as the XMEC unit remains on board."
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: nckestrel on 12 December 2017, 12:21:58
p39, Underwater Damage
last sentence
Change
"If a submerged unit loses all of its armor"
to
"If a completely submberged unit loses all of its armor"
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: nckestrel on 16 March 2018, 10:10:56
p76, Alternate Artillery Munitions
add after Air-Defense Arrow IV

"Air-to-Air Arrow IV
  Air-to-Air Arrow IV missiles require the ART-AC or ART-AIS specials.
  The Air-to-Air Arrow IV is a special weapon that enhances the unit's air-to-air attacks, it can only be used by airborne units targeting another airborne unit. Instead of making an artillery attack, an airborne unit may use it's Air-to-Air Arrow IV as an extra weapons attack in air-to-air combat. This attack may be attempted against targets in the Medium range bracket or closer, and is resolved as a normal air-to-air attack (see pp. 58-60). A successful hit by an air-to-air Arrow IV delivers 2 points of damage to the target.
  Air-to-Air Arrow IV missiles may not be used against ground targets."
Title: Re: Alpha Strike - 27 July 2017 (v2.3.1)
Post by: nckestrel on 16 March 2018, 10:20:04
p13 and p27, Stacking
after "regardless of how they arrive..."
add
"If a unit is forced to move or arrives at the same location as another unit that would violate the stacking rules, the moving or arriving unit must be placed as close to the location as possible (based on how much Move the unit would have to expend to move to the location) by the unit's player. If the resulting terrain is prohibited to the unit, the unit is destroyed."
Title: Re: Alpha Strike - 6 June 2018 (v2.4)
Post by: Xotl on 06 June 2018, 03:15:17
New errata for the year.  No major changes.  Updated the sample armies to the new PV revision.  Added Air-to-Air Arrow IV.  Revised buildings.  Download link in the first post; if there's no major problems it will go up to the main website in a week or so, as usual.


EDIT: no issues reported, so it's going live now.
Title: Re: Alpha Strike - 6 June 2018 (v2.4)
Post by: nckestrel on 18 September 2018, 11:45:33
p64, Bridges
change to
"Bridges, like buildings, receive a Construction Factor (CF) that reflects their overall strength and stability. This can be any value from 1 to 10. If a bridge suffers damage from attacks or other conditions, the damage points are subtracted from its CF value. A bridge reduced to a CF of 0 is destroyed.
Weight Limits: As the bridge’s current CF value also represents its weight capacity, the CF value of the bridge corresponds to the maximum size class of units that may safely cross that bridge (in addition, of course, to being of a physical size wide enough for the miniature to stand upon). A bridge with a CF of 4 or more may support units of Size 4. Bridges with a CF of 3 may only support units up to Size 3. A bridge that has a CF of 2 may only support units up to Size 2. Bridges of 1 CF may only support Size 1 units.
If a unit that exceeds a bridge’s Size limit attempts to use it, the bridge immediately collapses once the unit moves onto it. All units on a bridge when it collapses will fall and suffer 1 point of damage per 3 inches (or fraction thereof) of difference between the starting level and destination level, rolling for critical hits as normal. If the unit falls into prohibited terrain as a result of a bridge collapse, it is destroyed."
Title: Re: Alpha Strike - 29 August 2019 (v2.5)
Post by: Xotl on 29 August 2019, 11:26:28
The final version of the Alpha Strike errata is available for your review.  As noted in the document, this will be the last errata document for classic AS: from now on support will be for AS Commander's Edition.  There are the usual corrections here, plus a number of notes that bring AS up to speed with ASCE.