The first thing to go over for the movement phase is Initiative. Declaring good targets and focus fire is important, but “Shoot the little guys first” and “Shoot as many mechs at one enemy as you can” are easier to figure out than exactly how to present good threats and set up good shots.Įxterminator, King Crab, Locust, Shadow Hawk. This lack of dice rolls makes this the phase that you can plan for the most, and generally is what separates good and bad players of Battletech. There are very few dice rolls in the movement phase, aside from getting up, walking into a swamp or other body of water, or taking a ride on the great Inner Sphere slip-and-slide (paved roads). This is the phase where you set up shots, present threats, punish mistakes, and generally get to react to what happened out of your control in the previous shooting and physical attack phases. Movement as a phase is not slightly more important than the other phases, in my opinion it is much more important than any other phase. This means that the only thing you have total control over is your movement, which becomes the most important part of the game as a result. There are far fewer dice rolls per turn than in something like 40k, and the game lacks rerolls in its core rules. Battletech is a very swingy, random game sometimes.
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