Favorite Time Period For Battletech
#21
Posted 18 June 2014 - 09:52 PM
#22
Posted 19 June 2014 - 08:24 AM
#23
Posted 06 July 2014 - 12:38 PM
Tyrnea Smurf, on 28 March 2014 - 10:44 AM, said:
If you want to play a set match isolated BattleValue TT game, the 3025 tech era is my era of choice. No custom construction rule frankenmechs, just stock mechs and loadouts. I think the original tech system gives the best rolling brawling knockdown dragout battles.
If you want to run a long running campaign (a multisession multi-planetary war) I like the Star League Civil War era. (2750 2784) You can run it with everything Battletech has to offer - land, sea, air and space battles. The Star League Civil War era is in my opinion the best if you want to run a "Risk/Axis & Allies" WWII scope total war campaign set in the BattleTech universe. It's the only era where both side run both the same exact tech base, and have access to the same type and all types of assets are in play (yes I'm looking at you capital warships) in fairly even terms.
For a more RPG player character role playing style game I like the options in the Clan invasion to Federated Commonwealth civil war era (3049 - 3068), as the dynamic nature allows for the widest choices in terms of RPG role playing possibilities.
Well said!!
#24
Posted 07 July 2014 - 10:28 PM
#25
Posted 07 July 2014 - 11:00 PM
I do like the clan invasion though because nearly all clans were still alive and kicking and it was so dramatic and entertaining. Things could have gone either way.
The Civil War era is my favorite though. I think it had the best variation of factions and allegiances and is the most balanced. Nearly all of the clans are alive and the IS was beginning to fight amongst themselves again.
I pretend everything from the Jihad on never happened. That isn't my Battletech.
Edited by Slapshot, 07 July 2014 - 11:01 PM.
#26
Posted 08 September 2014 - 07:11 AM
#27
Posted 18 October 2014 - 03:43 AM
I guess its probably due in part to the fact that the first mech game I played was MechWarrior3 followed by MechCommander, Hunting down those damn Smoke Jaguar Crazies...er... I mean go clan grey potato.
Edited by Bespoke Cheese Cake, 18 October 2014 - 03:55 AM.
#28
Posted 18 November 2014 - 05:07 PM
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#29
Posted 27 November 2014 - 04:06 AM
Edited by GumbyC2C, 27 November 2014 - 04:07 AM.
#30
Posted 10 December 2014 - 06:26 PM
GumbyC2C, on 27 November 2014 - 04:06 AM, said:
Which salvage rules do you use Gumby? An old Mechwarrior RPG book or the newer Total Warfare? Or something else?
I still play with the old 3rd edition rulebook, so while it has mech construction rules there are no costs listed.
#31
Posted 10 December 2014 - 08:09 PM
#32
Posted 10 December 2014 - 11:20 PM
#33
Posted 17 December 2014 - 08:13 PM
#34
Posted 16 January 2015 - 05:47 AM
Campaigns have great salvage play (I think we used the old merc handbook 3055 for rules) and maybe you could get your hands on one of those "new" shiny mechs like a raven or wolfhound if you manage to take a leg off instead of blowing the CT to bits.
Changing stuff in mechs was only done with tech roles, time and lots of c-bills and had some wonky side effects (laser x only works on 8+).
Ran the TT in combination with the RPG most of the time.
#35
Posted 16 January 2015 - 08:52 AM
Risen, on 16 January 2015 - 05:47 AM, said:
Campaigns have great salvage play (I think we used the old merc handbook 3055 for rules) and maybe you could get your hands on one of those "new" shiny mechs like a raven or wolfhound if you manage to take a leg off instead of blowing the CT to bits.
Changing stuff in mechs was only done with tech roles, time and lots of c-bills and had some wonky side effects (laser x only works on 8+).
Ran the TT in combination with the RPG most of the time.
Me too, I ran in combination of both most of the time. My last charcter in the last campaign started with a WHM-6R (we started in 3049), and I kept it for a good long while, almost 5 years of game time, till it finally fell to a Fire Moth, and he became a bondsmen....
Still as everyone else was upgrading to new and shinny things, my 6R, kept blowing the crap out of things!
#36
Posted 17 January 2015 - 07:52 PM
#37
Posted 19 January 2015 - 02:11 AM
Metus regem, on 16 January 2015 - 08:52 AM, said:
Me too, I ran in combination of both most of the time. My last charcter in the last campaign started with a WHM-6R (we started in 3049), and I kept it for a good long while, almost 5 years of game time, till it finally fell to a Fire Moth, and he became a bondsmen....
Still as everyone else was upgrading to new and shinny things, my 6R, kept blowing the crap out of things!
The moth must have legged you
The 6R is such a great mech, but those legs! Clan weapons made it so fragile...
#38
Posted 19 January 2015 - 11:49 AM
Risen, on 19 January 2015 - 02:11 AM, said:
The moth must have legged you
The 6R is such a great mech, but those legs! Clan weapons made it so fragile...
Nope... through armour critical to the MG ammo....
I swear that stuff is the most powerful non-nuclear explosive in the game...
#39
Posted 20 January 2015 - 03:31 PM
SilentScreamer, on 10 December 2014 - 06:26 PM, said:
I still play with the old 3rd edition rulebook, so while it has mech construction rules there are no costs listed.
We used Mechwarrior 2nd Edition and Battletech Compendium rules. Good times and hiring a good tech was often worth more than buying a shiny (slightly) used battlemech.
#40
Posted 23 January 2015 - 12:35 AM
Honorable mentions for me would be the Civil War era because this seemed like the most open ended period in Battletech history where I felt like I could tell my own story without it affecting the universe at large. Third place would be the succession wars. Despite my bias towards the clans I like this era because I can play IS and not feel like I am betraying them.
Oh and anything after the Civil war era never occurred and I will be forced to execute anyone who says otherwise.
Edited by Slapshot, 23 January 2015 - 12:37 AM.
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