Like this one ... |
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.