I've been playing my first few games of Battletech ttg recently (very late to the party, I know - been a MW fan since MW2). While I'm having a blast, and it's a great game, I had a number of ideas for streamlining all that junk that needs to be kept in memory (or written down) all the time. I thought I'd post it up, to see what people thought, and whether anyone would like to try it out in their own games. I'm also interested in any changes others have come up with that streamline the gameplay, or otherwise update it.
Firstly, I don't understand torso twisting. To me, the wide front arc seems like it already factors in the sort of torso movement a 'mech could make in the allotted time. It also makes rear attacks far less likely, which overall reduces the strategy involved. On top of that, it favours Assault 'mechs, or other 'mechs with slow speeds, and reduces the effectiveness of faster lights and those with jumpjets.
So first off, I canned the torso twist - it's nothing more than an additional layer of complexity the game doesn't need and (in my mind) already accounts for.
The larger change though, was in the way turns are conducted. I had an idea that makes initiative matter more out of the movement phase, as well as buffing up smaller tonnage 'mechs. Here's how it goes:
Initiative happens normally. Movement happens normally. The rest is modified. First, the weapons phase isn't split up. Instead, players take turns resolving all firing one 'mech at a time, starting with the lowest tonnage mechs (highest initiative goes first) and working up. Heat is factored as it occurs. What this essentially does is simulates the speed and reflexes of lighter 'mechs, by allowing them to resolve their attacks before anyone else. They fire weapons, apply damage and resolve crits one 'mech at a time. This means that Jenner could potentially knock out the Atlas' AC/20 before it brings it to bear.
This does modify the fundamentals of the game, but I think it may do it in an advantageous way. It improves the usefulness of lighter 'mechs (because they have initiative in battle), gives the players more choice (which 50 ton 'mech do I resolve first?), drastically reduces the amount of stuff you need to remember (which speeds up the gameplay), and allows players to have larger games with a better distribution of weights.
Because I'm only a newbie to the TT, I have no idea how this affects Combined Arms etc. So I was wondering if anyone had any thoughts or additional suggestions? Have you gone through a similar process of changing things up too? Are there other rules you think can be improved?
Edited by Zyzyx66, 05 June 2012 - 09:06 PM.