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BattleTech - Charging question ...
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<blockquote data-quote="MerricB" data-source="post: 5355904" data-attributes="member: 3586"><p>Charging is great, but there are a few things that make it problematic to use in play:</p><p></p><p>* You can only target mechs that have already moved</p><p></p><p>* It counts hexes moved, not MP. That Spider might be charging 12 hexes in a straight line, but far more often will have to turn, change level, go through forests or similar, which dramatically reduce the actual movement. (If you *do* get charged for 12 hexes, then you probably deserve the pain).</p><p></p><p>* Charging is declared during movement, but is resolved during the Physical Attack step. If the Mech is blown up, or fails a Piloting check beforehand (typically for taking 20+ damage in a phase), the charge attack automatically misses.</p><p></p><p>* To successfully charge someone requires a Piloting roll which is modified for movement, terrain and the difference between the pilot skills. Your general pilot with a Pilot 5 skill would thus generally need about an 8 or higher to successfully charge (+2 Running, and say +1 for target movement). This is an acceptable chance, but not a great one. Charging becomes a lot better once you have very low Piloting skills. (Same situation, P2 vs P5 means you only need a 2 to hit!)</p><p></p><p>* Meanwhile, you're in point-blank range of their guns. Charging a Hunchback doesn't seem such a good idea when that Spider takes a AC/20 blast to... anywhere, really.</p><p></p><p>* Oh, and a Charging Mech can't fire weapons.</p><p></p><p>I've seen charging be really effective, but often the map is too cluttered for most mechs to easily do so - or with a good chance of success.</p><p></p><p>Jeff, are you using the current set of rules? There have been a few changes over the years - not that many, but they can be confusing. (The best change is the new Partial Cover rule, which means that standing behind a hill doesn't mean a 1 in 6 chance of the head being hit...)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5355904, member: 3586"] Charging is great, but there are a few things that make it problematic to use in play: * You can only target mechs that have already moved * It counts hexes moved, not MP. That Spider might be charging 12 hexes in a straight line, but far more often will have to turn, change level, go through forests or similar, which dramatically reduce the actual movement. (If you *do* get charged for 12 hexes, then you probably deserve the pain). * Charging is declared during movement, but is resolved during the Physical Attack step. If the Mech is blown up, or fails a Piloting check beforehand (typically for taking 20+ damage in a phase), the charge attack automatically misses. * To successfully charge someone requires a Piloting roll which is modified for movement, terrain and the difference between the pilot skills. Your general pilot with a Pilot 5 skill would thus generally need about an 8 or higher to successfully charge (+2 Running, and say +1 for target movement). This is an acceptable chance, but not a great one. Charging becomes a lot better once you have very low Piloting skills. (Same situation, P2 vs P5 means you only need a 2 to hit!) * Meanwhile, you're in point-blank range of their guns. Charging a Hunchback doesn't seem such a good idea when that Spider takes a AC/20 blast to... anywhere, really. * Oh, and a Charging Mech can't fire weapons. I've seen charging be really effective, but often the map is too cluttered for most mechs to easily do so - or with a good chance of success. Jeff, are you using the current set of rules? There have been a few changes over the years - not that many, but they can be confusing. (The best change is the new Partial Cover rule, which means that standing behind a hill doesn't mean a 1 in 6 chance of the head being hit...) Cheers! [/QUOTE]
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