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Getting Started With Battletech
#1
Posted 09 March 2022 - 11:39 PM
#2
Posted 10 March 2022 - 12:30 AM
DEV1ATE, on 09 March 2022 - 11:39 PM, said:
That rulebook used to be titled "Introductory Rulebook". It should suffice for playing with the 'Mechs and record sheets from the "Introductory Box Set", i.e. the set that you own.
It is more or less expected that if a player likes the game and masters the rules from the box set rulebook, he will buy Total Warfare rulebook, i.e. the standard BattleTech rulebook. MMLs are in this book.
DEV1ATE, on 09 March 2022 - 11:39 PM, said:
That EXT-6CS Exterminator sports some advanced technology. The game rules for those items are in the advanced BattleTech rulebook called Tactical Operations. The rules for Chameleon LPS and NSS are in TacOps.
Essentially, that advanced variant of the Exterminator is extra - kinda out of place in comparison with the simple IntroTech box set 'Mechs. Using such advanced 'Mech would be like buying "Battle of Britain" box set and wondering how to use F-22 Lightning that you bought in the store because you liked it.
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DEV1ATE, on 09 March 2022 - 11:39 PM, said:
Well, the explanation od the minimum range on pages 18-19 of the box set Rulebook seems quite okay to me. What exactly do you not undestand?
If you check the record sheet for the AWS-8Q Awesome, it really shows 4 range brackets for its PPC:
- minimum
- short
- medium
- long
DEV1ATE, on 09 March 2022 - 11:39 PM, said:
Well, there are many things available, but you do not have to buy them right now.
I would recommend buying an extra map pack with some normal terrain (i.e. nothing exotic). Larger playing area can offer more tactical options.
#3
Posted 12 March 2022 - 01:42 PM
#4
Posted 12 March 2022 - 02:50 PM
DEV1ATE, on 12 March 2022 - 01:42 PM, said:
It is not as difficult as it seems.
I suggest you buy a package of some very cheap small dice, as described on page 8 of your Introductory rulebook. Go with the cheapest variety, since you will use them just to mark the movement of the 'Mechs. You will need them in black, white and red. Every time you or your opponent move your respective 'Mechs, place one die right behind (or next to) the 'Mech.
Those dice should be smaller than the dice you use for your usual rolls, so there is no confusion between the two.
Example 1
Your COM-2D Commando walked 6 hexes. You place one white die behind it, showing two dots.
This way both of you will know that Commando has been moved, when moving 'Mechs during the Movement phase.
During the firing phase you will know that you must add +1 as your Attacker Movement Modifier when firing your Commando's weapons (since your 'Mech walked; therefore, the white colour of the die) and your opponent will know that he must add +2 as his Target Movement Modifier, if he attempts to target your Commando (since your Commando moved 5-6 hexes).
See the table on page 19.
Example 2
Your opponent's MAD-3R Marauder ran 6 hexes. Your enemy places one black die behind Marauder, showing two dots.
This way both of you will know that Marauder has been moved, when moving 'Mechs during the Movement phase.
During the firing phase he will know that he must add +2 as his Attacker Movement Modifier when firing his Marauder's weapons (since his 'Mech ran; therefore, the black colour of the die) and you will know that you must add +2 as your Target Movement Modifier, if you attempt to target his Marauder (since his Marauder moved 5-6 hexes).
Example 3
Your WVR-6R Wolverine jumped 5 hexes. You place one red die behind it, showing three dots.
This way both of you will know that Wolverine has been moved, when moving 'Mechs during the Movement phase.
During the firing phase you will know that you must add +3 as your Attacker Movement Modifier when firing your Wolverine's weapons (since your 'Mech jumped; therefore, the red colour of the die) and your opponent will know that he must add +3 as his Target Movement Modifier, if he attempts to target your Wolverine (since your Wolverine moved 5-6 hexes AND jumped; therefore +2 AND +1=+3).
Really, those dice can really help both you and your opponent. Try it first in some simple 1v1 and 2v2 games.
Of course, do not forget to add other applicable modifiers.
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#5
Posted 12 March 2022 - 10:34 PM
#6
Posted 12 March 2022 - 11:30 PM
DEV1ATE, on 12 March 2022 - 10:34 PM, said:
I see.
#7
Posted 04 September 2022 - 03:54 PM
#8
Posted 10 September 2022 - 05:23 AM
Caltharian, on 04 September 2022 - 03:54 PM, said:
And the best thing is that you can use your record sheets that are many years old, because the absolute majority of them is still valid.
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#9
Posted 12 November 2022 - 11:47 AM
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