Updated 28. January 2025 by Sören Spieckermann
Indirect fire in BattleTech: Alpha Strike – procedure, advantages and disadvantages
BattleTech: Alpha Strike offers a more accessible alternative to classic BattleTech with its fast-paced, tactical gameplay. Nevertheless, it retains many of the tactical subtleties of the BattleTech universe – including the concept of indirect fire. This blog post is dedicated to the process, advantages and disadvantages of this exciting game mechanic “Indirect Fire”.

What is indirect fire?
Indirect fire refers to the ability to attack a unit without a direct line of sight (LOS) between the attacker and the target. Instead, the attacker relies on other units to “reconnoitre” the target for him. This simulates the use of long-range missiles (LRMs) or other weapons that can fire over obstacles. This can be a strategic advantage.
Requirements for indirect fire
In order for a unit to use indirect fire, the following requirements must be met (description on page 41 of the Alpha Strike Commander’s Edition):
- Weapon type: The firing unit must be equipped with weapons that support indirect fire. These are usually long-range missiles (LRMs), for example. This is indicated on the unit card under “SPECIALS” as the IFxability (x stands for the damage value, e.g. IF2 for 2 damage with indirect fire).
- Target reconnaissance: At least one allied unit must have the target within its line of sight and sensor range. This unit is called a “spotter”. A spotter can spot for multiple friendly units during a combat phase, but can only target one enemy unit. A spotter cannot be used to fire indirectly at several different enemy units in a single turn.
- Range: The target must be within the effective range of the unit with IF.
- Orders and actions: The unit that wants to fire indirectly must declare the corresponding attack as part of its combat phase.
Sequence of an indirect fire
- Target designation: The player chooses the target to be reconnoitered by an allied unit.
- Attack declaration: The unit that wants to fire indirectly indicates that it is attacking the target with its indirect weapons. The target must be within range of the unit (direct distance between the units. Max. long range (42 inches away))
- Spotter designation: The player designates the unit to act as spotter. This unit must have LOS (line of sight) to the target of the indirect fire attack.
- Calculate modifiers:
Indirect fire attacks use the attacking unit’s range and movement modifier, the target’s movement modifiers, and terrain modifiers based on the observer’s(spotter’s) LOS. An additional +1 target number modifier applies to the attack itself. A further +1 applies if the spotter makes an attack in the same turn (regardless of the enemy). - Execute the attack: The attack roll is made. If the attack hits, damage is calculated as usual and applied to the target.
Example:
An Archer-2R (skill 4 and IF2 ability) wants to fire indirectly at a Warhammer 30 inches away. There is no direct line of sight between the Archer and the Warhammer. However, 8 inches away from the Warhammer is a Locust acting as a spotter. The Locust does not fire itself in this combat phase. The Warhammer has moved normally (ground movement), the Archer has not moved (standstill). There is a small forest between the Locust and the Warhammer that is 3 inches tall (this does not block the line of sight, but does give a boost to the hit roll as it is more difficult for the spotter to see the target).

According to the SATOR rule, this results in the following required dice value for a hit:
Range and movement modifier of the attacking unit: +4 (skill of the Archer), +4 Long Range (30 inch distance between Archer and Warhammer), -1 for own movement (stood still) and generally +1 for indirect attack. In addition, there are the movement modifiers of the target and terrain from the spotter’s point of view:
+1 as there is a piece of forest between the spotter and the target. And since the warhammer is moving, the normal TMM of the warhammer is +1.
Gives a total required dice value of 10 for a hit. Unlikely to hit, but possible 🙂
Advantages of indirect fire
- Attacks behind cover: Indirect fire makes it possible to hit targets that are behind obstacles or outside the line of sight of the attacking unit.
- Tactical versatility: With indirect fire, players can effectively use units that are not directly on the front line and still exert pressure on the enemy.
- Protection of own unit: Since the attacking unit does not have to be in line of sight of the target, it is better protected against counterattacks.
- Support from a distance: Especially in scenarios with several players or large maps, units with IF capabilities can provide valuable fire support.
Disadvantages of indirect fire
- Dependence on spotters: Indirect fire is not possible without an allied unit scouting the target. If the spotter fails, the attacking unit becomes ineffective.
- Malus on the attack roll: The +1 malus on the attack roll reduces the chance of being hit, especially against hard-to-hit targets.
- Cover modifiers: Targets behind obstacles (partial cover) or forest (from the spotter’s Sciht) receive additional protection modifiers, making the attack even more difficult.
- Weapon limitation: Not all units are suitable for indirect fire (only those with the IF ability). Units that specialize in this may be limited in other areas.
Conclusion
Indirect fire is a tactically valuable option in BattleTech: Alpha Strike that offers new strategic possibilities, especially for experienced players. It allows units to be deployed over long distances and behind safe cover. However, this mechanic is heavily dependent on cooperation with spotters and requires a good sense of positioning and timing. Those who master these hurdles can gain decisive advantages on the battlefield with indirect fire.
Underlying rules
Topic | Rulebook | Comment |
---|---|---|
Indirect fire | BattleTech Alpha Strike Commander’s Edition Version 7 – Page 41 | |
Indirect fire | Quick start rules | The Quick Start rules do not really deal with indirect fire. If you want to use it, you should play according to the Commander’s Edition rules. |