Posted 23 January 2014 - 05:13 PM
I second the recommendation of either counters to help you remember various states (different colored dice work well especially when you have the random odd couple turn effect you can use the dice as count down counters 3, 2, 1, ect) or take some card stock/cardboard and work up a "leaderboard" style chart with the various conditions on it. Make a column for each mech and use different colored pins to show the different conditions (for example I have one that shows engine hits, gyro hits and the penalties you experience when those are hit. I use green pins for first engine hit, yellow for second engine, 1st gyro, and red pins for 3rd engine, 2nd gyro, and disabled weapons, heat sinks, ect, and black pins for head crits. the same chart also tracks movement and terrain dice adjustments, and each mech has its own columns with this info, so when the turn runs, you place pins on the correct areas of the chart, then count up the adjustment during the fireing phase) I found that a large say half poster sized, to poster sized chart which I run greatly increases the speed at which both new and experienced players can run their iniatives/phases streamlining and speeding up the game.
Although I've not played the newer boxed sets so I don't know how complex/simplified the rule system setup is, but a GM board helps loads in my experience.