With an upcoming tank-themed warbond and at least one new tank stratagem, I feel there should probably be a subfaction that encourages their use. It's not a complex or well-developed concept, but I think if there were a subfaction that relied mostly on their own tanks, with minimal chaff and superheavies being rare (and, ideally, spawning with very little support), that would be a perfect place to deploy our own armoured assets.
dmdizzy
u/dmdizzy
So, one of the weirder issues that pervades our community at large is people who obsess over "level cap viability" - i.e. whether a build is capable of performing at the absolute pinnacle of enemy health, defenses, and damage as the system currently stands.
Unfortunately, these people seem to think that such a metric is the only true one for usage and builds, and will loudly shout down any suggestions that perhaps the unintentional sliver of gameplay scenarios that only a small fraction of the community intentionally encounters is not what things should be balanced around.
To remedy this, I present 2 different solutions to keep such wild minds in check.
Option A: **The Nuclear Option*\

I received my Aces box in the mail the day before yesterday, and yesterday morning I used the force setups from the 'Guided Tutorial' to try it out in Classic on a Classic battlemat.
Things I Did to Make it Work:
- Approximated skills by using the AS skill as the gunnery, and making the piloting one higher. This conforms to most official products preferring skills in the format of x/x+1, such as the default 4/5 all mechs' BV is measured by.
- Halve inches to get hex measurements. This is the rule in AS:CE for playing on hex mats, and it worked pretty much perfectly (as it should, for an official rule).
- Approximated heat levels by their equivalent penalties. This is the bands 5-8, 10-
Aces is coming out - has come out, for some people - and one of the included models is the Howler 6, which carries all its weapons in a shoulder turret. Now, I don't have access to either volume of TacOps, but I do have access to Sarna, which describes them relatively well, leaving me with just a couple questions:
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Can you rotate a BattleMech Turret of any description in the same turn that the mech also torso twists?
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Do the turrets stay in their chosen orientation between turns, or do they revert to the default front arc in the end step like torso twists and vehicle turrets?
Bonus question: if the answer to question 1 is no, is there an optional rule in the same vein as Expanded Ar
Has anyone else noticed that the six Battle Armor-compatible gauss rifles have, by and large, ridiculously grandiose names for weapons that still only do one damage? The only BA gauss that breaks that damage trend is the relatively humbly-named Magshot Gauss Rifle.
Recently moved to the Triad area in North Carolina, I know there's a few previous posts about it but those are all kinda old, so I just wanted to check and see if there's any BT groups within a close radius.
So maybe I'm losing it over a minor rules abstraction, or maybe I'm misunderstanding a simple rule, or maybe the TacOps version of building rules that I don't have resolves this, but in the BattleMech Manual and Total Warfare, does the way that stacking is applied inside building hexes not imply those buildings are bigger on the inside?
To be more specific, it says that each level of the building can hold one mech - but are mechs not considered to be 2 levels tall in game terms? Where is the rest of the mech going? It also makes no mention of the level above being destroyed, so they're clearly not poking through the floor into the next level. Is it really just Like That for simplification p

