By the end of the match I had killed the Trebuchet but I had taken a lot of damage in the process and was forced to retreat. I thought the game played out really well. We played at least 6 turns in less than two hours being unfamiliar with the rules. I think this would be a really exciting way to get mech combat done in a Battletech RPG especially with a practiced group. It still felt enough like Battletech and it would be much easier also to play really large scale engagements this way. The only thing it lacked was some of the thrill of Classic Battletech. Damage is handled in a very basic fashion and it didn't quite have the cinematic feel of having parts of your mech get blown off during battle. I'm definitely sold on this system as a quick alternative to the core game.
Tuesday, September 20, 2016
Battletech Alpha Strike test game!
By the end of the match I had killed the Trebuchet but I had taken a lot of damage in the process and was forced to retreat. I thought the game played out really well. We played at least 6 turns in less than two hours being unfamiliar with the rules. I think this would be a really exciting way to get mech combat done in a Battletech RPG especially with a practiced group. It still felt enough like Battletech and it would be much easier also to play really large scale engagements this way. The only thing it lacked was some of the thrill of Classic Battletech. Damage is handled in a very basic fashion and it didn't quite have the cinematic feel of having parts of your mech get blown off during battle. I'm definitely sold on this system as a quick alternative to the core game.
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I'm just trying it out myself for the first time. Worth noting, in the advance rules, there is a rule for variable damage. The damage listed on the mech is actually their 'maximum' damage in each range bracket. It slows the game down a bit, but adds a nice element of uncertainty to attacks - which in turn makes overheating more interesting as well (it can be used a little two scientifically in the standard game).
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