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"BattleTech: Alpha Strike – Artillery?" Topic


12 Posts

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1,331 hits since 21 Mar 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Bandit21 Mar 2014 10:11 a.m. PST

I do not have Alpha Strike and I was wondering if anyone could fill me in on how it deals with artillery since I know it is included. I'm familiar with the hex based rules where you secretly pick a hex or series of hexes, target it, movement happens, roll for scatter, check the appropriate splash damage area, see if you hit anyone. On a hex map that "picking the hex" part is pretty easy since they are numbered. On a miniatures table it is ridiculously hard. Can someone tell me a little about how that is handled in Alpha Strike?

Cheers,

The Bandit

DropKick197121 Mar 2014 3:14 p.m. PST

It's a little different. Artillery attacks are resolved during the combat phase. The other stuff is basically the same though.

Bandit21 Mar 2014 3:18 p.m. PST

So how is a location set since there are now hex references?

Cheers,

The Bandit

DropKick197121 Mar 2014 3:33 p.m. PST

During the combat phase the player selects a Point of Impact. If the shot misses scatter is rolled from that point.

Nerroth21 Mar 2014 3:41 p.m. PST

It's worth noting that Alpha Strike also comes with rules for hex-based play in the core rulebook. (From my reading of things, it looks like you use the same artillery rules, but using a given hex in range as your PoI instead. But I may be mistaken on that front.)

Cherno22 Mar 2014 6:40 a.m. PST

The only thing I can say from reading other people's opinions is that artillery in AS is rather unbalanced because it costs very little compared to the damage done.

Fabe Mrk 222 Mar 2014 6:46 a.m. PST

Artillery strikes are handled using a X/Y grid coordinate system. simply choose what direction on the table is north then use masking tape or something to place marks at one inch intervals along the sides of the table with the X axis running along the west/east direction and Y along the north/south. To plot artillery just write down the X/Y coordinates on a peice of paper.

DropKick197122 Mar 2014 9:18 a.m. PST

Artillery isn't the deal breaker that some make it out to be.

Consider the following unit which can be found here. link

1. Choose a target. lets assume we aren't using the tube in a direct fire situation, so anything within it's range of 200" can be shot at. Simple mark the Point of Impact.

2. Determine range and flight time. Simply measure the distance to target and reference the distance to the chart given to determine how long it takes for the incoming round to arrive. Given the short range of the tube it will take either no time or either 1 or 2 rounds according to the distance.

3. Determine the to hit number. If we are assuming a regular trooper mans the tube it's base hit number is 4. Since it's an indirect shot it adds a +7. So now the base to hit is an 11. Now lets assume that the unit in question has a friendly spotter that has a probe, and has the Recon special ability. Something like this.
link
It's modified dice role is now back to 7.

4. Roll to hit. If it hits proceed to step 5. If not roll to determine direction and distance the shot scatters. It can scatter from 2 to 12 inches.

5. Determine damage. Consult table given and apply damage using the appropriate template. In this case the sniper does 3 pts of damage to anything under the 4" template centered on it's POI.

Total cost in pts is 16. Even then it still has a slightly better chance of missing.

Added: The above cost is under the older BV system. The new system, which is currently being playtested by the community, which can be found here: link
has the cost listed as 36 pts for the Sniper and 23 points for the Pegasus for a total of 59 pts.

Bandit22 Mar 2014 5:30 p.m. PST

Fabe Mrk 2,

That is a bit disappointing, I was hoping for something more elegant than marking the table off in a grid. My wargaming group is likely to play on a table between 5-6' wide and 10-15' long. That is a lot of "tick marks" to make each time one sets up the table and it requires a fair amount of screwing around as a player would need to either ask someone what the tick mark numbers are at certain placements or walk around and look each time they wanted to call in artillery fire. Both come close to announcing to the opponents where the artillery fire is going to be sent and roughly where they should avoid moving.

DropKick1971,

That seems kinda laborious though it is probably less so than it sounds. Though you didn't make any mention of the grid system that Fabe Mrk 2 described so I am curious if that is used in Alpha Strike or not.

Cheers,

The Bandit

DropKick197122 Mar 2014 6:45 p.m. PST

If artillery spends more than one turn in flight then yes a grid system is recommended. Remember, do what is best for you table. I wouldn't see any problem with designating a starting corner for each side and making my measurement based on that. I certainly wouldn't tape up my game mat.

Fabe Mrk 222 Mar 2014 9:05 p.m. PST

Bandit, I agree . Thats why I found a printable yard stick that I plan to use for grind coordinates. It might not look great along the edges of the table but it'll clearly mark everything making calling in strikes easier. But like Dropkick said,do what ever is best for your table.

stevothedivo22 Aug 2014 11:03 a.m. PST

Wouldn't it just be easier to ask your fellow gamers to leave the room for a minute while you measure the inches down the x table side and then the y table side? Like put a die in a spot and measure that way?
It's not uncommon in say Napoleonic games or even Blitzkrieg Commander games in my group for teams to separate to different rooms/one team to leave in order to discuss things privately, particularly where chains of command are involved.

I'd see that as the simplest solution unless you're playing double blind games and the opponent doesn't know you have artillery – in that case it would be sort of suss but the other player/team still wouldn't know if it's an artillery strike or a flyer strafe…

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