

Where To Start With Tt?
#1
Posted 24 December 2012 - 01:07 PM
I suppose I'm most interested in a similar timeline to MWO but that's not required. It just seems that it would be more interesting to play in the Clan Era. What suggestions do you guys have for getting started with this since NONE of the people playing have any idea wtf to do?
#2
Posted 24 December 2012 - 01:14 PM
I agree that the Clans are quite interesting and you can play them pre-invasion, post-invasion, whatever. Just do some reading and choose what kind of rules you want to use and there you go.
The Clan Sourcebooks are a great way to get into the Clan lore and mindset.
#3
Posted 24 December 2012 - 01:34 PM
#4
Posted 24 December 2012 - 01:41 PM

EDIT: I think I'll just go ahead and get the 25th anniversary starter set.
Edited by Carnivoris, 24 December 2012 - 01:58 PM.
#5
Posted 24 December 2012 - 04:23 PM
Carnivoris, on 24 December 2012 - 01:41 PM, said:

EDIT: I think I'll just go ahead and get the 25th anniversary starter set.
good job! Love TT, just don't try to run 8 on 8 or you'll finish some time in 2014
#6
Posted 24 December 2012 - 04:36 PM
#7
Posted 24 December 2012 - 07:32 PM
After that move onto Total Warfare, which expands the rules, and adds rules in for all the other nifty things that kill other things (Infantry,Battle Armor, Vehicle, Aerotech, Protomechs, you get the idea). I would not worry about buyin and Record Sheet sets (But the TRO's are nice for story reasons) Cause of this nifty little program called Solaris Skunk Werks, which is a freeware mech design program, that you can also get every record sheet for to print off.

After that feel free to pick up Tactical Operations, some very nifty advanced rules in there, and from there Strategic Operations for even more esoteric rules, like the flight time for a Dropship from the Zenith point to the planet of a system...

#8
Posted 24 December 2012 - 08:07 PM
Now off to plan how to get my hands on that 25th box

#9
Posted 25 December 2012 - 01:27 AM
To sum up, get the introductory set first. It even contains some booklets that explain stuff further, one is actually called "How the core rule books work" or something like that.
Edited by Tatchi, 25 December 2012 - 01:28 AM.
#10
Posted 25 December 2012 - 07:31 AM
#11
Posted 25 December 2012 - 08:09 PM
#12
Posted 01 January 2013 - 06:02 PM
#13
Posted 04 January 2013 - 02:34 AM
#14
Posted 04 January 2013 - 06:55 AM
Most of the rules in that set reflect MWO's current tech base of 3025-3039 (just before the Double Heat Sinks, ER and Pulse Weaponry, or the Ferro-Fibrous/Endo Steel/XL Engine upgrades.)
Total Warfare and Tech Manual would be the next logical step.
From those two books you have all the 'tournament legal' rules established and could set up a game in nearly any time era.
You'd be able to play vehicles, aerospace fighters (and Dropships), and infantry (this includes Battle Armor) with full rules.
Tech Manual would give you the rules for creating your own units.
From there it really goes as far as you want. The Download called Core Rulebooks Primer is a free pdf which gives you the scale of the game from RPG to the eventual Interstellar Operations.
Megamek is a useful tool as well and well worth the time to download if you don't have local friends interested in the game at the moment.
Finally there's the Battletech Forums: http://bg.battletech.com/forums/
We're friendly and helpful, plus there is a Computer games section if you want to talk about MWO there.
#15
Posted 04 January 2013 - 10:33 AM
#16
Posted 04 January 2013 - 11:45 AM
I'll have to reload MegaMek, but sure

#17
Posted 08 January 2013 - 11:36 PM
If you want to start I would suggest the starters set. You get a ton of Mechs to play with (enough for you and a few friends to have some decent games) and easy rules to start you off with. I believe it is going for $60 or so and is a deal. Would recommend.
#18
Posted 09 January 2013 - 06:44 PM
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