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Battletech Quick-Start Match


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#1 SilentScreamer

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Posted 26 April 2016 - 05:01 PM

Played a game of Battletech on my kitchen table last week. In preparation for my future lack of time (bundle of joy expected September) my brother and I used the Quick Play rules rather than the full rules set.

Sides were a Commando, Spider, and Phoenix Hawk against a Wolfhound and Thunderbolt (TRO 3025). Since most mechs were small and agile the die rolls dominated the game more than the ruleset ( 7s were not working). Controling more mechs I circled the Thunderbolt picking away. The Phoenix hawk was the first casualty, taken out by the wolfhound. Soon after scoring the kill, the Wolfhound was ended and Thunderbolt ( left side crippled) withdrew. The Commando and Spider were both heavily damaged but functional. Game probably lasted 8 or 9 turns.

I enjoyed the simplicity. Not having to worry about heat, internals and several other rules makes the game flow easier. However, my brother pointed out that without piloting checks or lucky critical hits, the mechs tend to stay standing longer. Also, since there is no heat system there is massive potential for abuse of alpha strikes (we agreed not to go past each mech's heat limit beforehand).

Any veteran tabletop players care to share their experience with the Quick rules set?

We have used Battle Force/Alpha Strike in the past, but I do not like that system as much as Battletech.

**edit**
-added actual battle report in second paragraph.

Edited by SilentScreamer, 27 April 2016 - 05:58 AM.






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