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Movement phase in BattleTech Alpha Strike

Movement phase in BattleTech Alpha Strike: Standard movement and alternate movement with unequal numbers of units

In BattleTech Alpha Strike, the movement phase is a central component of the game and is decisive for the outcome of battles. But what happens if the players have different numbers of units on the playing field? In order to make the game fair and strategically challenging, the rules use a clever mechanism that allows both sides to take turns moving their mechs. This article explains how this rule works and how it can be used tactically.

Movement phase in Battletech Alpha Strike

Basics of the movement phase (Alpha Strike Rulebook Commanders Edition page 32 and following)

Each unit has a basic movement value (MV), which is indicated on its unit card. This value is the maximum number of inches the unit can move during its turn.

Movement value


A unit can move in any direction and – at the end of its movement – align itself in any direction. The units do not have to move by the full amount. Instead of moving, a unit can simply stand still. A unit may change direction several times during its movement. However, the total distance may not exceed the maximum range of movement. The use of a flexible inch tape measure is recommended. Units that have moved at least 1 inch are considered “moved”. Units that have moved less, or not at all, are considered stationary (or immobile if the movement value of the unit is 0 and it cannot move at all)
The terrain can prevent or hinder the movement of a unit, as indicated in the movement cost table of the rulebook.

Sprinting

Each ground unit can move in a sprint. To determine the sprint speed of a unit, multiply its current base movement value (MV) by 1.5 and round up. Note: Sprinting cannot be applied to a jump movement.

A unit with a current movement of 12″ would therefore have a movement of 18″ when sprinting (12″ x 1.5 = 18″). The TMM of a sprinting unit is not changed. A sprinting unit cannot attack or perform any other action as a move.

Mobile and immobile

A unit with a movement value of at least 1″ is considered mobile, while a unit with a movement value of 0″ is considered immobile. Mobile units that have either been temporarily reduced to a movement value of 0″ or can no longer move at all (due to heat effects, critical hits, damage to the drive system, etc.) are also immobile as long as they have a movement value of 0″. An immobile unit cannot use movement options such as minimum movement or standstill.

Minimum movement

If a unit is mobile, it can always move 2″ in any direction, regardless of the terrain movement cost (unless the terrain is
forbidden).

Unit alignment in the movement phase

BattleMech units are assumed to be aligned in the same direction as the feet of the miniature representing the unit.
Vehicle and Air (VTOL) units are viewed in the direction in which the front of their miniatures are facing. Infantry units (including conventional infantry and BattleArmor) do not have a specific orientation.
The unit orientation of a unit affects the possible firing directions and can only be changed during the movement phase. When a unit is moved, it is aligned in the final position as desired by the player. Changing the orientation does not consume any “movement energy”. If the unit has been aligned as desired at the end of the movement, the alignment can no longer be changed in the further course of the movement phase.

Obstacles to movement

During the movement phase, a unit may move through a hex occupied by other friendly units, but not through areas occupied by an enemy unit. However, if a BattleMech is equipped with jump jets, it can jump over enemy units.

Units may not occupy the same space on the board, regardless of height differences. For example, no unit may stand on a bridge with an enemy unit in the river directly below it. Or a BattleMech on a building and an infantry unit in the building below.

The standard case with the same number of units

The player with the lowest initiative roll moves one of his units first. Then the other player moves a unit. The players take it in turns to move until all units have been moved.

Movement phase with an unequal number of players’ units

In the movement phase of BattleTech Alpha Strike, players take turns to move the units of their armies. If both sides have the same number of units, this process is simple: each player takes turns moving a unit until all units that can move have changed position.

But what happens if the number of units on both sides is unequal? In such cases, the procedure is adjusted to ensure fairness in the game.

How does the movement work with an unequal number of units?

If a player has more units on the field than his opponent, he moves proportionally more units. This means:

  • Double the number of units: The player with double the number of units moves two of his units, while the opponent moves only one.
  • Triple the number of units: The player with three times the number of units moves three units, while the opponent moves only one.
  • etc.

If there is no “even” ratio, then each player moves one unit.

Example: Table with unequal number of units

Pull within the movement phaseRemaining units to be moved Player ARemaining units to be moved Player BUnits to be moved in the move Player AUnits to be moved in the move Player B
15811
24711
33612
42412
51212

This principle ensures that even with a numerical advantage, the movement phase remains balanced and the game remains tactically interesting. It is a crucial element that underlines the strategic core of BattleTech Alpha Strike: the player must plan his moves carefully, regardless of whether he has more or fewer units available.

Practical tip: Use the advantage wisely

If you move more units than your opponent, you can use this opportunity to occupy strategic positions early on or react to your opponent’s weak points. But be careful: if you move too many units early on, you can maneuver yourself into a tactically unfavorable position that your opponent could exploit.

Underlying rules

TopicRulebookComment
Movement phase
BattleTech Alpha Strike Commander’s Edition Version 7 -Page 32
SprintingBattleTech Alpha Strike Commander’s Edition Version 7 -Page 38There is no sprinting in the Quick Start rules

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