Major overhaul of Alpha Strike In Play #43
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In-play complete rewrite
Now in HTML instead of SVGs
Still pays homage to print card layout
Formation bonuses are links to a modal
App Theme still applies.
For-Print improvements
Cards are based on the images from MUL
New Features
Movement Tokens
Added movement tokens to the unit cards. In large battles this is useful for keeping track of which units have moved in a round and what movement options are available.
TMM is adjusted to include:
To Hit for the damage boxes is adjusted based on attacker movement and unit type
Aerospace
Attack tokens
Charge and Death from Above attacks are declared in the movement phase and do not allow units to perform a weapon attack. Tokens were added for these to restrict the available attacks in the damage row.
Altitude
Altitude is displayed for Aerospace, VTOL, and WiGE units.
Heat
Heat scale is updated
Damage buttons
The damage scale has been replaced by interactive buttons that will open the attack overlay on the unit card. The buttons are enabled when a movement token is chosen and will show the correct values based on it.
Attack Overlay
This is a completely new feature meant to help speed up gameplay by allowing you to quickly select the modifiers to the attack roll and damage and then roll for the attack. It follows the rules of the SATOR attack modifiers table, but is not organized the same way. This is mostly because we already know the S,A, and R values and a good number of the O values as well. I’ve ordered the options by O => Attack, Target Movement Modifiers, 0 => Terrain, and then modifiers that affect the overall damage. This was to simplify the UI by only showing relevant options and following the cascade of relevance. For instance, an IF attack needs the spotter’s movement modifier and whether they have TAG or attacked this turn. Damage mods, like “From rear” or certain SPAs don’t affect anything but the damage, so they are included at the end.
Rolling the attack
At the bottom left of the overlay is the roll button, with the target number just above it. At the bottom right is the damage result, with the potential damage above it. When you click the button, the appropriate amount of dice will be rolled, including extra dice for minimal damage or to determine scatter direction for bombs and artillery. If the unit has FLK or HT specials, the result for those will also be shown next to the damage total in the bottom right.
NOTE: Changing attack and damage options after the roll may change the outcome, but will NOT re-roll the dice. This is to cover instances like “oops, forgot stealth” without altering the random outcome of the dice.
Artillery and Bombs
Artillery and bombs do not specify their damage, instead they roll to see if they hit the target location and whether they scatter. Alternate munitions are not implemented at this time, so the attack modal does not handle homing munition attacks.
C3
If a unit has C3, there will be an option to select a different targeting range to update the To Hit. The damage value is not updated. C3 networks are not modeled, so it is on the user to know that they are allowed to choose a different range and which ones are available.
Overheat
Units with overheat can toggle off and on an overheat value to use in this attack. If the unit has the OVL special, it will also be available in the Long range bracket.
Note: Overheat is automatically staged on the unit when an attack is rolled. (roundHeat is adjusted to currentHeat + overheat selected)
Criticals
A roll of 12, and some pilot SPAs can result in an automatic critical hit. If that happens, a count of crits to roll will be shown next to the damage result. In MAR mode, only 1 crit from rolling a 12 will be counted, even if multiple 12s are rolled.
Variable Damage
In the settings, you can choose between Standard Single Attack Rolls, Multiple Damage Rolls, and Multiple Attack Rolls.
Standard Single Attack Rolls
This mode will apply all damage and effects (FLK,HT) on a single successful roll.
Multiple Damage Rolls
This mode will apply all effects (FLK,HT) on a single successful roll, and roll a damage die for each point of damage.
Multiple Attack Rolls
MAR will roll a pair of attack dice for each point of damage and designate the FLK and HT values to the first rolls in the attack. For example, a unit with FLK1/1/- and HT2/1/- makes an attack at short range with a potential damage of 4, the first die will be designated for the 1 point of FLK and the second and third will be designated for the 2 points of HT.
MAR also always presents a Multi-Target option. Unlike the other damage models, MAR doesn’t change the damage value because it can be variable and does not need to be split down the middle.
Physical Attacks
In all damage models, physical attacks are a single roll and apply full damage.
Critical Hits
The critical hit box has been replaced with label and number counters. The dots were a limitation of the print version of the cards and the rules do allow for additional crits beyond what is displayed on the cards. For instance, a unit with 5 damage can take 5 weapons hits before being reduced to 0 damage. The old implementation would only reduce it to a minimum of 1. One of the overriding principles in this redesign was to fit 6 units, legibly, on iPad screens without scrolling, and allowing for large tap targets for accessibility. Using digits instead of dots here greatly helps in both cases.
Clicking on a critical hit label or number will stage an incremental hit. If clicking on the critical would go over the maximum, it will instead revert to 0 to allow users to manually reset their criticals.
Engine
Engine hits are largely unchanged. You can have 0,1, or 2. Now engine hits on vehicles will automatically reduce their damage, movement, and TMM.
Note: Units with an engine hit and a heat scale will automatically increase heat level staged after using the attack overlay.
Fire Control
Fire Control hits add +2 To Hit. The maximum is set to 6 as it will mean even a skill 0 pilot would have a minimum to To Hit of 12 with that many Fire Control hits.
Weapons
Weapon hits reduce damage by 1. Therefore, the maximum for weapon hits is set at the highest damage +1 to allow for 1 => 0* => 0. Weapon hits now will update the relevant specials as well. ('flk', 'tur','srm','lrm','if','rear','ht','art','ac','iatm','msl','narc')
Movement
Some units could reduce their movement in half 4 times and still have remaining movement. For instance, the Fireball ALM-XF would have 3” of movement remaining with 4 hits. It would take 2 more hits to reduce it to 0.
Therefore movement critical maximum is set by calculating how many hits it would take to reduce the unit to 0 by dividing movement in half or subtracting 2”, whichever is greater.
Roll Critical Hit button
There is now a roll critical hit button below the listing of Critical Hits. Clicking the button will roll for a critical, check the critical table for the unit type, and then show an overlay with the result. Click again to hide the results overlay.
Note: In the case where the critical would have no effect, such as a Weapon hit for a unit with no remaining damage, it will stage a point of damage to the unit. AS:CE pg 50
Vehicle Motive
Much like critical hits, vehicle motive hits only had so many dots due to the print version of the cards. A 9 or 10 motive hit removes 2” of movement, but you could roll that 4 times on a unit with 10” movement without immobilizing it.
Motive 9-10 hits
These are now capped at the movement of the unit divided by 2.
Motive 11 hits
These are now capped by calculating how many hits it would take to reduce the unit to 0 by dividing movement in half or subtracting 2”, whichever is greater.
Motive 12 hits
Still immobilize the units with a single hit.
Roll for motive hit button
Vehicles are supposed to roll for motive every time they take damage. Because an attack can do more than 1 damage, but only roll for motive once, it is not tied to clicking on an armor or structure dot. Clicking the button will roll 2 dice, adjust for the motive type, and then stage an increment to the appropriate motive hit number.
Unit Specials
Unit specials are still displayed as a comma separated list with links to a description in the modal. Many specials have been implemented into either the movement tokens TMM, unit movement, and attack modal options. The following are the specials that are currently implemented.
Anti-Mech
CI and BA units with the AM special will have an enabled physical attack that uses their short range damage. It should also indicate the 1 automatic critical.
Armored Motive Systems
Units get a -1 on the damage roll to determine motive hit.
Basic Fire Control
Support vehicles with this receive a +1 To Hit instead of the +2 for not BFC or AFC.
BattleMech HarJel
Units with BHJ2 or BHJ3 will appropriately recover armor as part of the Next Round calculations.
Bomb
Units will Bomb will have the specific number of bombs available in the attack overlay. Users need to keep track of Bomb inventory and effects on movement.
CASE and CASEII
Units with CASE will not be destroyed on hit, but will take damage. Units with CASEII will ignore Ammo hits.
Energy
Units with ENE will take no damage from ammo crits. Aerospace strafing will have adjusted damage.
Flak
Units attacking with FLK values will see those calculated next to damage result on the attack overlay. It is listed separately from damage because it only applies to certain target types.
Heat
Heat damage will be shown next to the damage result on the attack overlay.
Indirect Fire
IF is a toggle-able option in the attack overlay. It will show additional options for the spotter as well as update the TN and potential damage.
Industrial TSM and Prototype TSM
Units do +1 damage on physical attacks, regardless of heat. I-TSM also has a +2 To Hit penalty.
Jump Jets Weak or Strong
JMPS# and JMPW# values are calculated into the TMM for Jump and Death from Above. DFA also updated damage.
Melee
Increases physical attack damage by 1.
Mimetic Armor
Units that are immobile, standstill, or are hull down receive a bonus to TMM. MAS is +3, LMAS is +2.
Overheat Long
Units with OVL can use their overheat at long range in the attack overlay
Rear-Firing Weapons
Units can toggle on Rear (not From Rear) in attack options to update their damage and to hit.
Stealth
Because STL is based on the target unit’s type and range, it’s included as toggle-able mods in the attack overlay.
Submersible Movement
SUBS# and SUBW# are included in movement stats and movement tokens. TMM is updated as well.
Triple-Strength Myomer TSM
TSM is added when the unit’s heat is greater than 0. Additional move and additional physical damage.
Turret
TUR values are used to calculate potential damage for units that are hull down.
C3
Units with C3 will have range choosing options in the attack overlay. They will show the range letter and the base To Hit for that range. Users will be responsible for knowing which options are viable.
Artillery
Units with ARTX-# values will have a toggle to enable artillery fire in their long range attack overlay. It will roll attacks up to the number value to determine if the shot is on target and which direction it scatters.
Narc
Units with IF, LRM, or SRM abilities with values in the current range will see an option to toggle Narc to add the +1 damage to the attack.
TAG
Tag is implemented as an option in the attack modal for units equipped with IF.
Special Pilot Abilities
Cluster Hitter
Units with FLK, LRM, or SRM values at the current range that stand still or are immobilized do +1
Fist Fire
The unit adds half its short range damage to physical and melee attacks.
Golden Goose
Strafing, Striking, and Bombing attack To Hits are reduced.
Ground-Hugger
Gives the unit a Multi-Attack option for SAR and MDR damage models. Reduces the penalty for multi-attacking in MAR.
Hot Dog
Pilots with this get 5 heat levels; 1,2,3,4,S. Heat level 1 has no effect.
Jumping Jack
Pilots only get +1 To Hit for using Jumping Movement
Marksman
If the unit didn’t move, damage is halved but if the attack succeeds by 3 or more, it will automatically crit.
Melee Master
Add half the unit’s Size to all physical attacks.
Melee Specialist
Pilot gets -1 To Hit for physical attacks.
Multi-Tasker
Gets multi-attack options in SAR and MDR modes. No penalty for secondary targets in MAR mode.
Oblique Artilleryman
Pilot gets -1 To Hit on artillery attacks
Oblique Attacker
Pilot gets -1 To Hit on IF attacks. The unit will also have an option of No Spotter on the attack overlay which updates the -1 To Hit to be +2 To Hit.
Range Master
This ability is split up into 3 separate abilities; Range Master - M, Range Master - L, and Range Master - E. It applies +2 to the short range To Hit, and -2 to the selected abilities’ range.
Sandblaster
Increased damage for units with AC, FLK, IATM, LRM, SRM, or TOR specials. +1 at other ranges, +2 at short.
Sharpshooter
Same as Marksman, but without reducing damage.
Sniper
Reduces the To Hit increase for each range by 1.
Speed Demon
Ground units get 2” more move and 4” more sprint. Aerospace get 1” more thrust.
Street Fighter
The unit has an option to toggle Street Fighter on the physical attack overlay. It updates TN and adds short range damage to the attack.
Swordsman
The unit has Swordsman damage option added to Damage Options in the attack overlay. If it is toggled on, it adds 1 damage. If it is toggled off, a successful hit will show 1 crit.
Weapon Specialist
In SAR and MDR, the unit will still do half damage if it misses by 1. In MAR it will reroll the first roll that misses.
Zweihander
This adds 1 damage to the mech’s normal and melee physical attacks.