No guts, no Galaxy, Battletech
- Colonel Voss
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No guts, no Galaxy, Battletech
Well I know with the release of 6th edition, this is probably the worst timing, but ah well, I like being the underdog.
Recently I have gotten back into looking at Battletech. It's been years since I looked at the rules and followed the story line and boy was I in for a shock. Lots of changes have happened. Several factions utterly wiped out, one of the largest factions imploding into a bunch of little factions, some new factions emerging or merging, and massive technology changes (the old still works though you'll just have to be smarter to use it right). Not to mention that the plot line got really interesting. This isn't the battletech game of the 90s, and yet it is.
While the story line evolves, the rules themselves have been worked on and improved. There hasn't been a major change to the rules overall, but it is much clearer and works much more smoothly. And with the added rules, you can take your game to the next level. Feel brave enough to command an entire regiment of mechs? Or how about scenarioing yourself through the Sucession wars with a small merc unit including salvage and repair work to keep your warmachines in some battle shape? Better yet, how about adding true air power or even going into space with warships and conducting a planetary invasion? Don't want to play in the current setting and would rather go back to another interesting time period? Or maybe you just plain don't like the options presented to you and want to build your own gear? You can do all of that no problem. Just add a layer of rules to the game and you are ready to go. There is also a role playing game that has also improved very well with age.
Game wise each turn, players role for initiative and then take turns moving their pieces. This adds a whole new set of challenges that any of our other games just don't provide. Shooting is also done by turns but don't worry if you 100 ton mech goes down in a blaze of glory first thing, it can still shoot before damage is allocated. Scenario options are also avaliabe and there is a very good system to balance out points, though story line lopsided games are also quite fun.
Overall, I am quite impressed with where battletech has gone and even though some of my favorite factions have gone the way of the dodo, I am more excited than ever by the way battletech has gone. So the batchall has been issued, who is brave enough to face me in the circle of equals or will you hide like dezgra?
Recently I have gotten back into looking at Battletech. It's been years since I looked at the rules and followed the story line and boy was I in for a shock. Lots of changes have happened. Several factions utterly wiped out, one of the largest factions imploding into a bunch of little factions, some new factions emerging or merging, and massive technology changes (the old still works though you'll just have to be smarter to use it right). Not to mention that the plot line got really interesting. This isn't the battletech game of the 90s, and yet it is.
While the story line evolves, the rules themselves have been worked on and improved. There hasn't been a major change to the rules overall, but it is much clearer and works much more smoothly. And with the added rules, you can take your game to the next level. Feel brave enough to command an entire regiment of mechs? Or how about scenarioing yourself through the Sucession wars with a small merc unit including salvage and repair work to keep your warmachines in some battle shape? Better yet, how about adding true air power or even going into space with warships and conducting a planetary invasion? Don't want to play in the current setting and would rather go back to another interesting time period? Or maybe you just plain don't like the options presented to you and want to build your own gear? You can do all of that no problem. Just add a layer of rules to the game and you are ready to go. There is also a role playing game that has also improved very well with age.
Game wise each turn, players role for initiative and then take turns moving their pieces. This adds a whole new set of challenges that any of our other games just don't provide. Shooting is also done by turns but don't worry if you 100 ton mech goes down in a blaze of glory first thing, it can still shoot before damage is allocated. Scenario options are also avaliabe and there is a very good system to balance out points, though story line lopsided games are also quite fun.
Overall, I am quite impressed with where battletech has gone and even though some of my favorite factions have gone the way of the dodo, I am more excited than ever by the way battletech has gone. So the batchall has been issued, who is brave enough to face me in the circle of equals or will you hide like dezgra?
It's easy to die in the swamp. What's hard is to staying dead.
-Alten Ashley
Iron within, Iron without
-Alten Ashley
Iron within, Iron without
Re: No guts, no Galaxy, Battletech
Well, it sounds good but I need another game system like I need a hole in the head right now. 6th ed. 40K is going to be taking up most of my spendables in the near future and after that Bolt Action from Warlord will probably finish me off. (WW2 gaming in the one TRUE scale of 28mm
)
Plus with Dropzone Commander looking all shiny and tempting in the background......well, things dont look great for me getting into Battletech anytime soon.
But let's be honest, this is me talking here
One good demo game and I will be emptying my wallet on some big stompy mechs.
The info in Voss's post above certainly sounds good. The game has obviously been around for a good long time so the rules should be well polished at the very least. My biggest issues would be the cost of start up, the number of models to paint and the availability of the models. Can the game be bought in Japan?
One final question, am I right in thinking that Battletech and Mechwarrior are the same thing?

Plus with Dropzone Commander looking all shiny and tempting in the background......well, things dont look great for me getting into Battletech anytime soon.
But let's be honest, this is me talking here

The info in Voss's post above certainly sounds good. The game has obviously been around for a good long time so the rules should be well polished at the very least. My biggest issues would be the cost of start up, the number of models to paint and the availability of the models. Can the game be bought in Japan?
One final question, am I right in thinking that Battletech and Mechwarrior are the same thing?
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450
- me_in_japan
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Re: No guts, no Galaxy, Battletech
Noooooo Prim, noooooo! Granted, the 6th Ed rulebook is kinda necessary, but after that any further spending will amount to a blatant reversal of your Spevna stance. Be patient, we can all wait until the box set comes out together (possibly using online versions in the interim) and then get the bare minimum of boxes to supply folks with rulebooks that want em. Be strong! Just cos a new edition is coming out doesn't mean GW have stopped being the complete rip off merchants that they are. We can all just play warmachine until September. We start the new 40k when we say so, not when they do.Well, it sounds good but I need another game system like I need a hole in the head right now. 6th ed. 40K is going to be taking up most of my spendables in the near future
current (2019) hobby interests
eh, y'know. Stuff, and things
Wow. And then Corona happened. Just....crickets, all the way through to 2023...
eh, y'know. Stuff, and things
Wow. And then Corona happened. Just....crickets, all the way through to 2023...
- Colonel Voss
- Moderator
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- Joined: Sun May 16, 2010 11:16 pm
- Location: Yokkaichi, Mie
Re: No guts, no Galaxy, Battletech
I'm working on the avaliability. Malifex might be able to since they already order from the company that makes the minis but I haven't asked yet.
As for size, the smallest would be one lance of four mechs which runs $41 US or less depending on what you choose to start with. Battleforce (which would be the larger force) also runs $41 for a company (3 lances).
The nice thing about this game is that the rules are scaled to size and you can build up as much as you want rather than the other games which push certain point limits. In fact the larger regiment based really doesn't need models just proper designated papers representing the various fighting forces and commands. The game also lets you (if you choose to use) select not only a faction but a unit inside the faction that has its own special rule to add even more flavor to the game. In the future they plan on releasing rules where you can actually control one entire faction and do fully interplanetary warfare and then scale down to other levels as you like. So you could say, at the interplanetary level invade a planet, go to the battleforce level, conduct the space battles and combat drops and move units around and when you feel like it shift into the small unit skirmish rules for the personal fights.
Battletech is the wargame while Mechwarrior is used for the RPG and also the pilots of the battlemechs.
As for size, the smallest would be one lance of four mechs which runs $41 US or less depending on what you choose to start with. Battleforce (which would be the larger force) also runs $41 for a company (3 lances).
The nice thing about this game is that the rules are scaled to size and you can build up as much as you want rather than the other games which push certain point limits. In fact the larger regiment based really doesn't need models just proper designated papers representing the various fighting forces and commands. The game also lets you (if you choose to use) select not only a faction but a unit inside the faction that has its own special rule to add even more flavor to the game. In the future they plan on releasing rules where you can actually control one entire faction and do fully interplanetary warfare and then scale down to other levels as you like. So you could say, at the interplanetary level invade a planet, go to the battleforce level, conduct the space battles and combat drops and move units around and when you feel like it shift into the small unit skirmish rules for the personal fights.
Battletech is the wargame while Mechwarrior is used for the RPG and also the pilots of the battlemechs.
It's easy to die in the swamp. What's hard is to staying dead.
-Alten Ashley
Iron within, Iron without
-Alten Ashley
Iron within, Iron without
Re: No guts, no Galaxy, Battletech
I'm not buying anything beyond the starter box set. I'm on a very tight budget at the moment. My stance is still fairly Spevna-d.me_in_japan wrote:Noooooo Prim, noooooo!Well, it sounds good but I need another game system like I need a hole in the head right now. 6th ed. 40K is going to be taking up most of my spendables in the near future
$41 sounds like a reasonably cheap option. How about stuff like rules etc?Colonel Voss wrote:I'm working on the avaliability. Malifex might be able to since they already order from the company that makes the minis but I haven't asked yet.
As for size, the smallest would be one lance of four mechs which runs $41 US or less depending on what you choose to start with. Battleforce (which would be the larger force) also runs $41 for a company (3 lances).
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450
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Re: No guts, no Galaxy, Battletech
The boxed game costs $60, and includes 24 'Mechs of mediocre quality. They paint up pretty decently, though:
https://www.facebook.com/media/set/?set ... 851&type=1
You can get really into it if you want: http://bg.battletech.com/?page_id=175 but you can get away with the Total Warfare rulebook and either a book of record sheets or a copy of Heavy Metal Pro, the (somewhat outdated) record sheet design program.
You may also be able to get older editions of the rules off Ebay. The core rules of the game haven't changed since the 80s; all that's changed has been the advancing timeline and the addition of new technology and factions.
https://www.facebook.com/media/set/?set ... 851&type=1
You can get really into it if you want: http://bg.battletech.com/?page_id=175 but you can get away with the Total Warfare rulebook and either a book of record sheets or a copy of Heavy Metal Pro, the (somewhat outdated) record sheet design program.
You may also be able to get older editions of the rules off Ebay. The core rules of the game haven't changed since the 80s; all that's changed has been the advancing timeline and the addition of new technology and factions.
- Colonel Voss
- Moderator
- Posts: 1132
- Joined: Sun May 16, 2010 11:16 pm
- Location: Yokkaichi, Mie
Re: No guts, no Galaxy, Battletech
the starter box comes with a basic 80 page rule book that will cover all the basics you need to play with as well as 26 mechs with record sheets (that's two full companies) and maps. The main rule book will give you extra rules for armor infantry and fighters as well as higher tech levels should you choose to go that way. You don't have to actually as the lower tech level can be quite challenging as is.
I should mention about the tech advancements. One of the nice things about this game is that many mechs and vehicles have alternative variants that can be used. Basically in addition to new mechs (per technical readouts) the older mechs also have gotten upgrade kits. This means that if you buy an older mech model, you don't need to buy an upgraded mech model, you just need to use an upgraded version's record sheet. And don't let the lower tech levels fool you, a low tech mech is still a threat, it just requires a bit more strategic thinking overall.
As has been said, the core rules haven't changed, but they have been refined and clarified. Also some parts such as fighters and warships have been greatly improved from the older rules.
I should mention about the tech advancements. One of the nice things about this game is that many mechs and vehicles have alternative variants that can be used. Basically in addition to new mechs (per technical readouts) the older mechs also have gotten upgrade kits. This means that if you buy an older mech model, you don't need to buy an upgraded mech model, you just need to use an upgraded version's record sheet. And don't let the lower tech levels fool you, a low tech mech is still a threat, it just requires a bit more strategic thinking overall.
As has been said, the core rules haven't changed, but they have been refined and clarified. Also some parts such as fighters and warships have been greatly improved from the older rules.
It's easy to die in the swamp. What's hard is to staying dead.
-Alten Ashley
Iron within, Iron without
-Alten Ashley
Iron within, Iron without
- Colonel Voss
- Moderator
- Posts: 1132
- Joined: Sun May 16, 2010 11:16 pm
- Location: Yokkaichi, Mie
Re: No guts, no Galaxy, Battletech
Continuing on. Let's talk about the introductory box set which I got my sticky fingers on.
Inside is 27 different battlemechs. That is over two full companies of mechs (4 mechs make a lance and 3 lances make a company). These mechs range from the light recon mechs to the massive 100 ton Atlas. These mechs are based off of the 3039 mechs, in other words, when technology was at its lowest ebb in the game universe (makes it easier for new players to learn). However, unlike in other games, technology does not stay in one place and as new technology becomes avaliable, these mechs have gained upgrade kits allowing for more advanced gear meaning that you can play them during any time period. With these mechs you will get record sheets and a starting rule book which is very clear and well written. While it doesn't give all the rules (such as vehicles and fighters) it gives you all you need to get right into the game.
In addition you get two double sided boards. Each side has a different terrain type. Battletech is originally a board game and uses a hex based board system. Each board is the size of 4 A4 size papers. However the rules translate over really well into normal terrain. The designers have kept the board based system for ease of transport and making it easier for new people to get into the game. Naturally, great terrain is better, but for a new player this really helps out. There are more boards that can be purchased at a very good price and some new evolving boards are soon to be released.
Now lets talk about the quality of what you get. The main miniatures are a bit lower in quality compared to what we are use to. Two of the mechs are high quality that we are all use to. The boards are really nice thick and well done. Compared to what I got years ago in the 90s, this is a huge step up from cardboard mechs and laminated paper. Given the amount of points you get from the box (either based on tonnage, Battle Value, and C-Bills) it is a really nice value game wise as well.
So overall, I am quite happy with what I got.
Inside is 27 different battlemechs. That is over two full companies of mechs (4 mechs make a lance and 3 lances make a company). These mechs range from the light recon mechs to the massive 100 ton Atlas. These mechs are based off of the 3039 mechs, in other words, when technology was at its lowest ebb in the game universe (makes it easier for new players to learn). However, unlike in other games, technology does not stay in one place and as new technology becomes avaliable, these mechs have gained upgrade kits allowing for more advanced gear meaning that you can play them during any time period. With these mechs you will get record sheets and a starting rule book which is very clear and well written. While it doesn't give all the rules (such as vehicles and fighters) it gives you all you need to get right into the game.
In addition you get two double sided boards. Each side has a different terrain type. Battletech is originally a board game and uses a hex based board system. Each board is the size of 4 A4 size papers. However the rules translate over really well into normal terrain. The designers have kept the board based system for ease of transport and making it easier for new people to get into the game. Naturally, great terrain is better, but for a new player this really helps out. There are more boards that can be purchased at a very good price and some new evolving boards are soon to be released.
Now lets talk about the quality of what you get. The main miniatures are a bit lower in quality compared to what we are use to. Two of the mechs are high quality that we are all use to. The boards are really nice thick and well done. Compared to what I got years ago in the 90s, this is a huge step up from cardboard mechs and laminated paper. Given the amount of points you get from the box (either based on tonnage, Battle Value, and C-Bills) it is a really nice value game wise as well.
So overall, I am quite happy with what I got.
It's easy to die in the swamp. What's hard is to staying dead.
-Alten Ashley
Iron within, Iron without
-Alten Ashley
Iron within, Iron without
- Colonel Voss
- Moderator
- Posts: 1132
- Joined: Sun May 16, 2010 11:16 pm
- Location: Yokkaichi, Mie
Re: No guts, no Galaxy, Battletech
Choosing a faction
This is a fun one as battletech is an ever evolving game. Factions rise and fall and no one is immune to death. It is also interesting because of the level of choices and depth available.
First you don't have to truly pick a faction. With battlefield salvage, equipment can be found in different factions. All you need is a camo scheme and you can play any faction you like. Of course such is not the funnest. So most people at least choose a factions
Factions are put into three main catagories
Inner Sphere: the main story line area and home to the five great houses. These and any small states that can carve themselves a home are the base line and the greatest choice of units. As of 3090 one great house has shattered into mini-states and another new faction has risen. Federated Suns, Lyran Commonwealth, Capellan Confederation, Republic of the Sphere and the shattered Free Worlds League make up the current IS. There are also lots of mercenary factions to choose from but these fall more under the unit category below.
The Periphery: Usually less advanced tech wise, don't count them out, they have character and though not as big as the great houses, they have been gaining ground. Some of these are very tiny including pirate bands while others are extremely stable. Special mention goes out to the Tauran Concordate, Magestry of Canopus, and the Marian Hegemony (Rome reborn!)
The Clans: High tech, vatborn humans with honor and a might makes right mentality. Of all the factions, they've seen the biggest upheavals with over half their factions destroyed and the remaining split into two camps. While not the best role playing option, they are very interesting. Inner Sphere based Diamond Sharks, Raven Alliance, Ghost Bear Dominion, Jade Falcon, Hell's Horses, and Wolf while their homeworld there are Cloud Cobras, Stone Lions, Coyotes, and Star Adders.
Once you have a faction, you can then choose a specific regiment to build from. Each unit has its own skill rating, reliability, and some things that make it interesting be it in game rules or unit history and many have paint scheme. Some units are elite monsters such as the Davion Assault Guard or the First Sword of Light Regiment. Some are highly prized but not as well known such as the Arturan Guards. Others are work horse units such as the brigades of the Lyran Regulars or the Marik Militia. Other units are rather odd in nature based on the way they are built, usually these go under the title of mercenary since it isn't easy to get all the good toys the house troops have or just doctrine differences like the Cappellan Warrior Houses and Death Commandos or the Marian Hegemony Cohorts. Most mech regiments have attached fighter, infantry (maybe battle armor) and armor support though this may vary from unit to unit and faction to faction.
Clans are different in that they use Galaxies and clusters. These tend to be more compact than their counterparts in the Inner Sphere combining mechs, fighters and battle armor to some extent. Only the Stone Lions and Hell's Horses make use of armor outside of garrison units. Usually each galaxy has some special rules, but some clusters are famous in their own right.
And if you don't like the choices, you can always make your own mercenary unit. The campaign systems provided give room for just this type of option.
So using my first faction choice from the starter box set, I chose the Capellan Confederation. As I wanted to shy away from the elite, I chose the work horse brigade, the Confederation Reserve Calvary. As they all use camo based on the world they are currently on, it is easy to switch out to a different unit depending on my needs. However, I do want to keep with one unit as my primary and the CRC allows that easily as each regiment has their own highlight colors. For me, I choose the 3rd Reserve Calvary as my main regiment. This works well as they have recently scavanged a lot of FedSun supplies giving me a lot of choices with what my mechs can be built up using.
This is a fun one as battletech is an ever evolving game. Factions rise and fall and no one is immune to death. It is also interesting because of the level of choices and depth available.
First you don't have to truly pick a faction. With battlefield salvage, equipment can be found in different factions. All you need is a camo scheme and you can play any faction you like. Of course such is not the funnest. So most people at least choose a factions
Factions are put into three main catagories
Inner Sphere: the main story line area and home to the five great houses. These and any small states that can carve themselves a home are the base line and the greatest choice of units. As of 3090 one great house has shattered into mini-states and another new faction has risen. Federated Suns, Lyran Commonwealth, Capellan Confederation, Republic of the Sphere and the shattered Free Worlds League make up the current IS. There are also lots of mercenary factions to choose from but these fall more under the unit category below.
The Periphery: Usually less advanced tech wise, don't count them out, they have character and though not as big as the great houses, they have been gaining ground. Some of these are very tiny including pirate bands while others are extremely stable. Special mention goes out to the Tauran Concordate, Magestry of Canopus, and the Marian Hegemony (Rome reborn!)
The Clans: High tech, vatborn humans with honor and a might makes right mentality. Of all the factions, they've seen the biggest upheavals with over half their factions destroyed and the remaining split into two camps. While not the best role playing option, they are very interesting. Inner Sphere based Diamond Sharks, Raven Alliance, Ghost Bear Dominion, Jade Falcon, Hell's Horses, and Wolf while their homeworld there are Cloud Cobras, Stone Lions, Coyotes, and Star Adders.
Once you have a faction, you can then choose a specific regiment to build from. Each unit has its own skill rating, reliability, and some things that make it interesting be it in game rules or unit history and many have paint scheme. Some units are elite monsters such as the Davion Assault Guard or the First Sword of Light Regiment. Some are highly prized but not as well known such as the Arturan Guards. Others are work horse units such as the brigades of the Lyran Regulars or the Marik Militia. Other units are rather odd in nature based on the way they are built, usually these go under the title of mercenary since it isn't easy to get all the good toys the house troops have or just doctrine differences like the Cappellan Warrior Houses and Death Commandos or the Marian Hegemony Cohorts. Most mech regiments have attached fighter, infantry (maybe battle armor) and armor support though this may vary from unit to unit and faction to faction.
Clans are different in that they use Galaxies and clusters. These tend to be more compact than their counterparts in the Inner Sphere combining mechs, fighters and battle armor to some extent. Only the Stone Lions and Hell's Horses make use of armor outside of garrison units. Usually each galaxy has some special rules, but some clusters are famous in their own right.
And if you don't like the choices, you can always make your own mercenary unit. The campaign systems provided give room for just this type of option.
So using my first faction choice from the starter box set, I chose the Capellan Confederation. As I wanted to shy away from the elite, I chose the work horse brigade, the Confederation Reserve Calvary. As they all use camo based on the world they are currently on, it is easy to switch out to a different unit depending on my needs. However, I do want to keep with one unit as my primary and the CRC allows that easily as each regiment has their own highlight colors. For me, I choose the 3rd Reserve Calvary as my main regiment. This works well as they have recently scavanged a lot of FedSun supplies giving me a lot of choices with what my mechs can be built up using.
It's easy to die in the swamp. What's hard is to staying dead.
-Alten Ashley
Iron within, Iron without
-Alten Ashley
Iron within, Iron without
- me_in_japan
- Moderator of Swoosh!
- Posts: 7475
- Joined: Fri May 14, 2010 2:46 pm
- Location: Tsu, Mie, Japan
Re: No guts, no Galaxy, Battletech
I'll be honest and say the likelihood of me ever playing this is nil, but there seems to be a whole load of fluff out there. Where would you recommend I go to do a bit o fluff reading? I quite like world/universe building, although it does seem to be rather constrictive in terms of what you can and cant do in the game. I mean, for 40k you can just say "my guys are the Death Pangolin Legion and they wear mauve and teal armour!" and you're game legal, and good to go fluff-wise, too. Is battletech open to just making stuff up like that, or do you have to stick with the (admittedly numerous) pre-existing forces?
current (2019) hobby interests
eh, y'know. Stuff, and things
Wow. And then Corona happened. Just....crickets, all the way through to 2023...
eh, y'know. Stuff, and things
Wow. And then Corona happened. Just....crickets, all the way through to 2023...