Alpha strike OV and weapon hit interaction question
Hello :) I've been playing some Alpha Strike recently, and I have a question that doesn't seem to be addressed in the rules (Commander's Edition) - how does OV and weapon hit critical effect interact?
As far as I understand OV value represents actual weapon loadout on the mech that can be used to deal damage, but requires to overheat (simply because there are too many guns compared to amount of heat sinks).
Then comes the weapon hit critical that causes -1 damage done. In my opinion it should simply decrease the OV by one, until it becomes zero, and then start to dig into "base" values (those that doesn't require overheat to fire).
But it doesn't seem to be addressed in the rules anywhere, it simply states that this OV can be used to deal more damage.
Have any of you considered this while playing Alpha Strike, or maybe I've missed that in rules?
Posted Nov 30, 2023, 9:02 AM UTC
If you want to house rule it, go for it, but the way a mechs damage is calculated isn't as simple as that. OV is representing the damage a Mech can generate beyond its ability to cool the heat from firing all of its weapons in a single turn. But it's not just that if a Mech can generate ANY heat beyond its ability to cool, you have to generate a significant amount, and this also considers the mechs movement including jumping, regardless of it the mech actually moved or not. The -1 damage is already a huge reduction in damage, but because it's flattened is not able to account for the change in heat gen. OV is a trade off, you get an extra point (or more) for moving up the heat scale, which had its own consequences.
Tldr: you don't need to apply the -1 to both regular and OV damage, that's not how it's intended to be applied, but you do you and whatever you and your opponent agree to is the right way to play.
I think you misunderstood (or I did not explain it well enough). I'm suggesting that when you take weapon hit (and therefore have -1 damage), you subtract that from potential OV first, and only when the OV gets depleted to 0.
Point is that if you're weapons get destroyed you won't be able to overhead since you don't have enough guns to do so. Subtracting from base values first (as manual implies, I assume, and some posters here) means that you fire less guns, but still overhead it the process (which doesn't make any sense since there is no source of that heat).
The engine being damaged and generating heat is already covered in engine hit critical, so I assume there is no reasonable way of assuming damage to anything but weapons.
I understand the logic, but it's still not how weapon damage and OV actually work in AS. Again, you can play however you want, I'm not trying to police your fun.
I'm actually not sure why it doesn't work like that. Especially when you try to include rules like Forced Withdrawal - how do you interpret that?
Would the unit start fleeing when they reach 0/0/0, even if they have OV? Because if they have OV, they didn't run out of fire power.
And if weapon hit cannot reduce OV in any way, it means that if unit has any OV, it cannot be reduced to 0 for forced withdrawal.
And if it can, ignoring OV, then the unit will be fleeing because "it has no firepower left", while the player may be deciding to... fire using OV.
To me it only seems logical to do it that way (ignoring the other practical reasons how mech, weapons and cooling down works), not doing it that way creates a lot of problem with other rules.
I'm pretty sure you can't use OV if you have a base damage of 0, it ADDS to damage, it's not damage in its own.