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Like this one ... |
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Like this one ... |
So the box sets are the main entry point to Battletech these days as you get rules, maps, and mini's all in one go. But what about after you have that? You picked up a box, played a few games, decided that you want to do more ... what now? There are options.
One fairly easy option is the Battlemech Manual which is one of the newer books in the line. It contains all of the rules you need to play fights with mechs. It's about 150 pages long and is ridiculously comprehensive. This one has all of the relevant rules - the sequence of play, movement & terrain, ranged and physical combat, plus environmental and battlefield types and effects - which take up about half of the book. The other half is all of the equipment for mechs in the game and covers all eras, including some stuff I do not recognize which I assume is from the later "Eras" of the game that have come out since I let it go years back. A short final section covers "common misconceptions" and discusses specific situations that come up in play that people seem to get wrong. These kinds of reviews and example are great and I have enjoyed seeing them in 40K "Rules Commentary" sections so it is a good feeling to see them here.
This book will let you run any kind of mech fight and isn't that what most of us are looking for in a Battletech game? This is the most recent wording of the rules out there and should be the easiest to use. It's a great product. If you have a boxed set and want to do more this is probably the way to go next. That said, it is priced about the same as the next book which has ... more.
Bonus Points: This book contains a section on "Quirks". Quirks are a section that covers all of those minor things about a mech that aren't really part of a particular rule or piece of equipment but that give it flavor. One example: the Warhammer's should mounted searchlight. It's a holdover from the Robotech/Macross model but it's been there from day one and some earlier versions of the rules covered it but it was always kind of a weird outlier. Now it's a quirk - "Searchlight" that has a few rules tied to it. There are positive quirks like "Ubiquitous", "Easy to Maintain", and "Rugged". There are also negative quirks like "Bad Reputation", "Cramped Cockpit", and "Weak Head Armor".
Now in a typical one-off fight these may not matter a whole lot but in an ongoing campaign - particularly an RPG campaign like I am running right now - these are just great. More flavor without a complicated system to drive it is exactly how this kind of thing should be handled and I applaud it being included here.
Well here it is, the big daddy of the BT rulebooks. This one is 300 pages long and covers everything the Batllemech Manual does and then adds a bunch more. Besides what I listed above you now have section on vehicles (that's non-mech vehicles like tanks and artillery), infantry (foot, mounted, and battle armor), protomechs, and aerospace combat - this has an entirely separate chunk in the movement chapter covering space movement and then a later chapter covering the units and how they fight and take damage. This mainly covers fighters and dropships - not the big boys - but those are the parts most likely to show up in a mech-focused game. There is also a chapter on scenario design which is something game has needed for a long time which gives examples of selecting maps, units, and victory conditions. This is a solid section and gives more options than the typical basic approach of just blowing up each others' mechs for a few hours.
Now there are additional books out there to add more rules for things like extended campaigns and space operations but those are more like add-on systems for doing particular things. This book is generally the one-stop shop for all things Battletech when it comes to getting out some map sheets and rolling some dice.
Bonus Points: There is a short section near the back that covers "Mechanized Battle Armor" This is guys in powered armor suits (like Clan Elementals) grabbing some handholds and riding along on the outside of a mech. This section in particular covers all of the bad things that can happen if, say, you get shot while they are clinging to your mech ... or if you fall down while carrying them ... or drop prone on purpose ... or run into something. In my experience this is a fairly uncommon situation but this shows you the level of things included in this book.
One note - neither of these books contains the construction rules, they are strictly about using what is already built. For full building things rules you need the Tech Manual.
This is 350 pages of mech construction, vehicle construction, aerospace unit construction, battle armor, etc. Years ago much of this kind of information was spread out among different boxes and books but this covers it all now. There is a lot of lore on various pieces of gear such as how it was developed and when it came into service which is great for an RPG campaign but the vast majority of it is design sequences for the various elements of the BT universe. I love this stuff but it's definitely more relevant after you have been playing for a while.
So there are the two big main rulebooks for Battletech plus the big construction book.. There are other books which I will cover in some additional posts - TRO's, the Advanced Operations books, and of course the RPG options. For now though if trying to decide between these it really comes down to what ou expect to play for the immediate future: Are you good focusing on mech to mech combat or do you want to go full-spectrum and pull in tanks and infantry and air support and the rest? If you are new or just getting back into the game I think the 'mech manual is a great escalation point and I would go there after the main boxed game. The tech manual is a serious piece of work but I would look at it after picking up one of the major rulebooks for sure.
With Battletech/Mechwarrior in full swing around here I have spent a couple of months re-familiarizing myself with it and catching up on the current state of the game. Knowing there may be both old lapsed grognards out there like me as well as some potential interest from new players I thought I would run through the basics on where things stand with the game these days.
First a bit of an overview: Battletech started out in the 80's as a board wargame, quickly added miniatures (using the same boards), expanded into a role playing game set in the same universe, and morphed into a series of computer games soon after. There is an extensive line of novels, some comic books, and a Saturday morning cartoon. These days there are some real no-hexgrid miniature rules, an alternative set of tabletop rules, games for space combat at various levels, and at least 5 versions of an official RPG.
The setting is described by Era. The original setting is now called the "Succession Wars Era" but here we still call it 3025. That's 3025 AD as the game is portrayed as the future of our own world with Earth being a significant location even if most of the action does not happen there. There is also the Clan Invasion Era (circa 3050), a prequel-ish era when the Star League was in control of known space (circa 2750) and then a bunch more eras set after the Clans finish invading and settle in for the long haul (circa 3067 or later).
Originally the game was set in a time where repeated wars had degraded the technological and industrial base of the inner sphere to the point that advanced technology like mechs and spaceships were difficult to produce and not as effective as they had been in the past. This has largely been eroded with each subsequent future Era and is much less of a factor once you get into the Clan era and beyond.
Much of the classic Battletech lore, mechs, tone, and just the general vibe of the thing is from the early days and the 3025/ Succession Wars era. Material from that time is what established the game we have today. Subsequent releases and updates have built on this foundation for better or for worse.
Other notes:
So if you're interested in the setting and the game where to start?
Currently there are 3 Battletech boxed game sets and the first one is the Introductory set. This is the smallest and least expensive set and it does serve as a decent introduction to the game. If you're not sure about the whole thing this is the one to get. That said, if you do dive into the game and pick up the core set you will not be using this one much afterwards. It does come with two mech miniatures which is great but it is very much a product that will be superseded by the full rules in the main box.
Finally there is a fourth box set coming following a Kickstarter last year but it is not out yet. This one focuses on Mercenaries in the BT universe which are a common trope from the earliest days of the game and are also the focus of many tabletop RPG campaigns as well as many of the computer games. It's a topic well worth a boxed set focus but we will have to see what it brings to the game.
There are many, many other elements to the game, particularly books that add in the complete rules for other units in the game: tanks, infantry, artillery, air and space units, buildings and more. There are also a lot of "historical" supplements based on the setting describing the various factions and famous units of each era, various campaigns and events that happen in-universe, and everyone's favorite technical Readouts that show the mechs and vehicles of a given era. I will talk through those in future posts.
I started off this year working on Tyranids and World Eaters - so much backlog! - but lately the focus has been on getting all the marine units I've accumulated the last few years built and primed. I have occasional flare-ups of "it's stupid to have units sitting around on sprues in an un-useable form when I could at least put them together for a potential test drive" and this is the latest outbreak of that sentiment.
With the new terminators built - more on that in another post - I wanted to get to work on another squad that I consider a signature unit for my Crimson Fists army: Heavy Intercessors. Over the last few editions of the game the Fists have been portrayed as bolter specialists and that suits me fine for my core marine force. This edition is not hitting that as hard but theming them around "lots of bolt guns" is still perfectly thematic in my eyes. So, as you can imagine, adding a big squad of bulky, heavy, bigger bolter marines in Gravis armor has been an important goal for a while now. Also, I just like then way they look. I've had the miniatures for some time but it was time to get them out of the box and into some kind of usable form.
One nice change with this edition is that it has rid us of the "3 slightly different gun profiles" situation we had before with several marine units from intercessor types to hellblasters. Now it's just one profile that incorporates the best of all three variants. The sprues still have all of the options so you can make them look however you want. I went with the drum magazine look for these.
This is not a unit with a lot of options compared to a Tactical Squad or other older marine units. The only decision is whether to include a heavy bolter at 1/5 troopers and since it is an upgrade in every way over their normal gun and upgrade points are n longer an issue it is a no-brainer. Unlike intercessor squads there is no option to give the sergeant a melee weapon of any kind so it's 8 guys with Heavy Bolt Rifles and 2 with Heavy Bolters, all with a "Close Combat Weapon" for melee.
One note here - the mold lines on this kit are very noticeable as they are in some very prominent places like right up the front of the otherwise smooth legs, right up the front of the guns, right along the front/back division of the helmets ... GW is usually better at hiding these, especially on newer kits, but I kept finding more as I was putting them together. Other than that it's a solid kit.
So it's a big block of marines with decent range (30"), Strength 5, AP -1 2-shot guns + a pair of heavy bolters, all at Toughness 6 with 3 wounds. They are considered Battleline so they are OC2 which means they can hold and objective just fine. They do fall into the terminator niche a bit just with more range, less melee potential, and no deep strike so they are a bit more specialized. They are also almost half the points cost per marine so I definitely think there is a place for them. At only 40 points more than a 10-man normal Intercessor squad I am somewhat tempted to pick up more of these but I should probably get them on the table first.
Are they Meta? Probably not but when building armies I am more concerned about what fits into the theme and the approach than I am what is this month's hot unit.
As far as what's next in the construction zone, well, a lot of my units are built but my new-style Sternguard are not and they are another Crimson Fists-associated squad so they are due to join up soon.
I have seen this one discussed online for a while now and I finally decided to take a look. The short version is that it's a lighter d20-based RPG that I suspect gets used as a set of mods for other games at least as much as it gets played on its own. It is very focused on 5E-style d20 mechanics.
The book itself is a smaller-format hardcover that's almost 400 pages long and has a couple of those sewn-in bookmarks we're all coming to know and love. The interior is black and white with a splash of red here and there. The art style used for the illustrations here works really well with the black and white approach.
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The ICRPG character sheet |
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Short and sweet this week: I'm working on the new style terminator marines. I acquired some in the Leviathan set and I picked up a couple of the full multi-part boxes. This is probably overkill but I really wanted to be able to field a 10-man squad with all weapon options for my Crimson Fists and to do that I needed extra bodies because I didn't feel like magnetizing these.
Also the Leviathan single-pose squad only comes with the sword option for the sergeant and termies can now take fists on their sergeants - at last! - and being the Crimson Fists I pretty much put power fists on all of my sergeants - tac squads, intercessor squads, assault squads ... wherever it is allowed that's what they have. This means one helmeted sarge and one un-helmeted sarge to allow for two 5-man units or one 10-man unit as needed.
So that is the primary objective.
With whatever is left I intend to build out a squad for the Black Templars who are my next big marine-army project. I should have two sergeants with swords (thematic for the Templars) and a pair of extra assault cannons so that's where it will start. Longer term flamers are going to be a big part of my Templar force so I will likely add that option as well once I dig in.
After laying dormant for at least a decade Battletech has been poking its head up regularly for the last few years and it did so again over the weekend. With schedule conflicts interrupting the RPG plans the night was open so we went with b-tech for me. Paladin Steve, and his son Apprentice P-Hawk ... because he always take a Phoenix Hawk.
We agreed on 140 tons as a limit and ended up with Steve taking a Battlemaster and a Hatchetman while I took a Thunderbolt and a Crusader and Apprentice PH took a Phoenix Hawk (of course), a Warhammer, and a Wasp. This was a 3025 fight as it's just simpler than adding in all the Clan-era stuff to a small one-off fight. The battle took place on two mapboards.
We played 7 turns and it was all fairly evenly matched though Some high points:
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Handy - You can find these on Amazon and eBay and probably other places. |
So this is similar to what GR did with DC Adventures years ago - a specific-universe game using M&M rules. That seems like a good idea for me and might bring some additional attention to M&M. Here's a link to the Kickstarter.
Looks like they are doing it as 2 books (rulebook + setting book) plus a GM kit at this point which I would say is perfectly legit as an approach. Steve Kenson is the designer so I am confident it will be decent and live up to the "fully compatible with M&M 3E" statement. They have made their goal now so it's happening for sure.
I will say I'm not a huge Valiant fan - I've tried to get into some of their books before and it never really took but as an M&M supplement in effect I am interested. It mentions they have access to Valiant's art files so it should like like it's supposed to look as well.
There is a free quickstart PDF out on GR's Site and DTRPG too - I will review and post something here soon.
I had one last topic I wanted to cover here after running the latest Deadlands campaign to completion - what I could have done better. Anytime I have a campaign wind down I inevitably think of some things I could have done differently - and likely better. Some of this is perspective looking back but sometimes I realize things and try to course-correct while the campaign is still running.
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Lots of good pics from movies and TV out there for a western campaign |