June 20th, 2012 at 12:46 pm (CST) by Jeff
Allies in normal games. This could either the the most awesome thing ever or what breaks the game entirely. I can’t wait to see how this plays out!
What could this mean?
Fire and brimstone coming down from the skies! Rivers and seas boiling!
Forty years of darkness! Earthquakes, volcanoes…
The dead rising from the grave!
Human sacrifice, eldar and dark eldar living together… mass hysteria!
What this really caters to is those of us with *looks to the right hand menu* many 40k armies and have a different dynamic. As far as GW is concerned it entices newer players to expand out their collections to new armies from the perhaps one they may only have.
May 28th, 2011 at 11:48 pm (CST) by Jeff
I finally got another game in with my Brothers From Another Mother Dale & Ray tonight, and they came up with an ingeniously simple way to keep up with target movement modifiers instead of using a glass marker of where the ‘mech came from: Just put a single (small) six sided die next to the ‘mech with the number being the modifier to hit from its movement. If it’s a 0 just use a 6 to note it was activated. Simple and easy! Now this method will be an issue if you actually have vehicles that have the ability go more than 25+ hexes (which is a +6 to hit) a turn, but for 90% of the games out there this’ll do VERY well.
BattleTech game #2
We played a 5000 battle value 4 mech per side 3-way game to ease into the rules a bit again (we’re so old school we remember the to-hit chart by heart even after 10 years of no-games ). We only got to play for about 2 and a half hours before Ray got called into work but we were almost done!
Firstly: The board we played on was too big for 12 mechs and the time we needed. Two maps would have been peachy instead of the 4 we used. We’re thinking that a 48×48 board with 2″ hexes would be pretty good for most competitive play (maybe even a 36×36″ board, same scale hexes)*.
We used my LanceMaker to create our forces (I know it’s a bit buggy, they didn’t even notice the bugs I noticed, but I’ll take care of that later) as I found it quicker to just add the models and get the record sheets we already had and print out our forces. We decided “NO clan” this round, although I feel confident that the Battle Value would have kept the forces very balanced.
BattleTech game #2
We learned a lot, we knew most of it, there were some changes from last edition that I mentioned in my previous post that were relevant in the game.
The biggest thing that we all noticed that we just didn’t remember missing so much 15-20 years ago. The more we thought about it, the more we attributed it to the range of the table.
* I mention this because I’ll be creating a 3d terrain board from foam core in the next few weeks using 2″ hexes
May 27th, 2011 at 11:09 am (CST) by Jeff
There are a couple of core rules that have changed that I’ve noticed:
- BattleTech circa early 1990′s (BattleTech compendium p24): If you have partial cover it USED to be a -2 to hit (worse at the time), but all hits are punch location table.
- Current Classic BattleTech (Total Warfare p102) : It’s now a +1 to hit (same as walking difficulty modifier) and you roll on the main damage location chart. If you hit the legs, the shot hits the cover and the mech takes no damage.
- Commentary: This is very nice as in the old edition I was AFRAID to get into partial cover as my chances to be hit with a head shot when from 1/36 to 1/6.
Jump Jets & Water
- BattleTech circa early 1990′s (BattleTech compendium p15-16): A Mech could freely jump out of water.
- Current Classic BattleTech (Total Warfare p53-54): Now a mech has to have jump jets out of water to fire them. If the mech is in level 1 water, then only torso jets can fire. If the mech is in level 2 water, no jets can fire.
- Commentary: I’m a little “forgainst” this change. It makes sense, but no sense (technically) at the same time. It’s a FUSION reactor spilling its superheated plasma into jets to make the brick fly. This shouldn’t be stopped by a little H20. HOWEVER game wise I like this, this keeps Mechs from jumping in and out of water every turn like a jack in the box and coerces a bit more strategy to the player.
First "real" BattleTech game in a while!!!
Anyone else have access to both sets of rules and noticed anything else (I’m only working with ‘mech rules at the moment)?
April 30th, 2010 at 10:10 am (CST) by Jeff
Locally I’m going to start a Kill Team with Campaigns either this weekend or next weekend, and I’ve hashed/brainstormed together some fast and loose rules.
The goal of these rules are to change as little of the standard 40k gameplay as possible for a microskirmish level, yet still retain rules for individual models being lost or wounded over time.
Please feel free to discuss these rules as I’m open to suggestion from those who aren’t even playing in the event who may have tried something similar in the past.
As you may have noticed there’s some ideas from many places: Mordheim, Necromunda, Kill Team, etc (even the name of the document is a satirical take on GW’s legacy, specialist products)
A Link to the “Living” Guide that I have exported from Google Documents
Here’s the downloadable PDF