BattleTech: A Strategic and Tactical Primer (Pt. 6)

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Part 6 of the Strategy and Tactics Guide from the cancelled Clan Box Set. Errors are my own, as this is straight from a first draft.

BATTLETECH FORCES

Not every ‘Mech is appropriate for every type of scenario, so match the machine to the mission when choosing BattleMechs. This section will help you do that by providing a feel for the strengths and weaknesses of the various units available in BattleTech. This information is particularly helpful when you get to choose the ‘Mechs you will use for a scenario, but it also can help you make the best use of your forces when you are assigned a particular mix of ‘Mechs, all of which are not necessarily ideal for the task at hand. The best commanders make the most of what they have and expertly fit square pegs into round holes.

For the sake of discussion, we have divided the ‘Mechs available in the BattleTech into seven broad categories: duelists, scouts, strikers, skirmishers, brawlers, snipers, fire support and juggernauts.

The ‘Mechs assigned to each category are deployed in a similar fashion by virtue of their movement capabilities and weapons complements. Each category description provides a discussion of the characteristics of ‘Mechs included in that category and their use in game play, followed by brief comments on each specific ‘Mech. If players purchase any of the various technical readouts that include many other BattleMech designs, they only need to compare each design’s relative characteristics to those found here to find in which category they belong.

The Clan names that appear in parentheses after each ‘Mech description indicate both an Invader Clan and a Homeworld Clan that most commonly uses the ‘Mech.

Military Organization

Within the BattleTech universe, the smallest organization of a Clan force is the Star, which consists of five units – one for each point of a star. A Clan Star can be comprised solely of BattleMechs, battle armor, or a mix of both. One ‘point’ of battle armor is comprised of five troopers, so if you have a Star of battle armor, you have five points of five troopers, or twenty-five battle armor suits [5 x 5 = 25]. A mixed Star can contain any variation of ‘Mechs and battle armor, such as three ‘Mechs and two battle armor points (ten total troopers), or four ‘Mechs and one point of battle armor (five total troopers).

Generally speaking, Stars carry a name that is equal to their combat purpose, usually based off of what units comprise the Star. For example, a unit containing nothing but Strikers (see below) would usually be referred to as a “Striker Star,” while a Star of Scouts would be referred to as a “Scout Star.”

In parenthesis next to each of the eight category definitions in this section, one or more Star names are provided. Once again, note that these are not hard and fast rules but instead are general category names that players can use to help organize forces as they start building and fielding their own lances.

Battle Armor

Referred to by the Inner Sphere as “Toads” and called Elementals in Clanspace, battle armor troopers are the pinnacle of infantry-style combat. These power armor suits can be carried across battlefields by Clan OmniMechs and dropped off for close-quarters combat and additional support. (All the ‘Mechs in this box set are OmniMechs and can carry Toads.) These Toads move as a group, jumping up to 3 hexes a turn, which gives them great mobility across most terrain. Unlike ‘Mechs, they have no facing and can fire in any direction. In addition, they carry two shots of SRM 2 missiles apiece; a full salvo can severely damage a light ‘Mech and give much pause to medium and even heavy ‘Mechs.

Each Toad suit is also equipped with a small laser; while the range is small, they can be a welcome addition in a close-quarters battle. Additionally, because battle armor can conduct swarming and anti-‘Mech leg attacks, they can cripple an enemy unit unlucky enough to have them nearby.

DUELISTS

These ‘Mechs are normally not part of any strict Star formation – indeed, a Star made up primarily of duelists is more of a weakness than a strength, particularly because each ‘Mech is more geared towards the ritualized, individual combat between enemy warriors and not necessarily geared towards teamwork. Thus, you may find a duelist in nearly any type of Star, but not a Star comprised totally of duelists.

Designed and used primarily for personal combat, these ‘Mechs can compliment other Star members in a sniper, fire support or even a brawler role but excel mostly in single combat against an equal or greater foe. While challenging and beating a lesser opponent isn’t frowned upon, it does not confer as much honor to the warrior as defeating a greater opponent would.

Uller Prime

The Uller is not as fast as other light ‘Mechs, nor is it as heavily armored. It does mount an array of weapons across its frame, however – a missile rack, lasers, and an autocannon – and all are smaller-scale damage weapons. Ideal for taking on a similarly-sized opponent, it does not last long against most other ‘Mechs due to its light armor load. If using an Uller Prime, squeeze as much MP as possible during its move. (Jade Falcon, Blood Spirit)

Fenris A

Lightly armed but incredibly fast, the Fenris A is a favorite of many Clan warriors for dueling. The armor protection will survive most initial large weapon attacks, enough to allow the pilot a second chance. Its LB 2-X gives it incredible range to strike from, but the small autocannon will take a long time to penetrate most ‘Mechs outside the light weight classes. It is important to utilize the Fenris A’s incredible speed and outmaneuver your opponent, rather than rely on sniping from long and medium ranges. (Wolf, Coyote)

Thor A

The Thor A only mounts three weapon systems but can use all of them every turn without turning up the Heat scale. Highly maneuverable with jumping 5 MP, the Thor mounts excellent armor coverage. It is an all-around solid design, capable of defensive and offensive tactics. The only weakness is its limited ammunition; make sure each Gauss rifle shot has a good chance to hit, as 8 rounds go very quickly in a fast-paced duel. (Jade Falcon, Steel Viper)

Gladiator A

Heavily armored, the Gladiator A is a decent dueling ‘Mech but can also be used in a brawling mode if necessary. The MASC gives it a bit of an edge in speed, which can open up opportunities to sneak in rear arc shots or allow you to close quickly into a developing skirmish. The large number of lasers on the Gladiator A can quickly drive the heat up on those players not careful; poor heat management can find this ‘Mech exploding due to the ton of machine gun ammo being carted around in the torso. (Ghost Bear, Coyote)

BattleTech: A Strategic and Tactical Primer (Pt 1)

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Back in early 2008, I was asked to contribute to an upcoming BattleTech product. Designed to be an expansion to the at-the-time forthcoming Introductory Box Set, the Clan Box Set Expansion would elevate technology, rules, and units for both new and experienced players alike.

I was asked to write the Strategy and Tactics booklet. In addition to the obvious look at strategy and tactics in playing BattleTech, it would also present general tips in using the included miniatures. Many hardcore Clan fans will notice the choice to use the Inner Sphere naming conventions regarding Clan BattleMechs. That was a conscious choice on my part, to reduce confusion inherent to the dual-name convention we utilize in the universe at large. There’s only so much a new player can absorb, after all.

The Clan Box Set has since been cancelled and my work, which was done on spec, lies fallow. So rather than let it go to waste languishing in a folder on my storage drive, I thought I’d use the material to craft a short series here on my blog. I’m including most of the text intact, so ignore references to other booklets.

Because the work was never formally contracted or paid for by Catalyst, it is important to note that this work remains mine and mine alone. There’s no implied association or official status with this work as it pertains to CGL or the BattleTech game. This is simply my submitted and “rejected” work, presented to the game-playing public at large. It is not endorsed by CGL in any capacity.

Enjoy.

BattleTech Tactics

You can have plenty of fun playing BattleTech by the seat of your pants, moving each BattleMech in turn and giving little thought to your next move or your opponent’s strategy. As with most games, however, playing is fun – but winning even more so!

Learning how BattleTech works and how to use your forces to best effect will make you a better player and will ultimately make your game more enjoyable.

The best way to learn is by doing. In order to eventually become a better player, you begin by playing plenty of BattleTech. That’s how the author of this section learned what he is about to tell you, and playing BattleTech is certainly more fun than reading about playing BattleTech! The following hints and tips, however, should give you an edge over your opponent: think of it as a shortcut on the way to a more satisfying game. BattleTech Tactics describes the games in terms that take you beyond the rules and numbers, showing you how to really play the game. This section will help you learn how to use your ‘Mechs to your advantage and offer insight into what your opponent might do with his ‘Mechs.

Once a player starts to use the more advanced units (such as vehicles and conventional infantry), weapons, equipment and special case rules found in Total Warfare, it is important to note that all of these tactics are still applicable to game play and will insure that as your ‘Mech advances in technology, your skill and expertise at playing will advance along with it.

Note: As discussed in the introduction to the Clan Introductory Rulebook (see p. xx), the ‘Mech icons used in the diagrams in this section represent generic ‘Mechs and so players should not be confused by a specific unit’s images when its game stats do not mirror the example.

Knowing the basics of BattleTech tactics will help you avoid the mistakes most often made by new players. The following information answers questions you may not even know to ask, such as, “Why shouldn’t I leave my Dragonfly standing in the open?” and “What is the most effective distance from the enemy for me to position my Masakari?” This section suggests answers to these and other thorny questions.

Organized into sections that correspond to the phases of a BattleTech turn, this tactical advice will show you how to crush your foes in each stage of the game.

INITIATIVE

Unfortunately, you have to work with the Initiative you roll; nothing really changes that result. But knowing the potential effects of winning or losing the Initiative and how to take advantage of either situation is vital to playing and winning BattleTech.

Losing the Initiative

If you lose the Initiative, don’t despair! You may not be able to turn it to your advantage, but if you play your cards right, you don’t have to lose any ground.

Unless your forces outnumber or out-mass your opponent’s forces, the best tactic to use when you lose the Initiative is to “go on the defensive.” This tactic works especially well if you are fielding light, fast BattleMechs. Because you may more your ‘Mechs before you have the opportunity to learn what your opponent plans to do, you should move your ‘Mechs away from enemy ‘Mechs and seek cover in heavy woods or “dead zones” behind hills or other terrain features (such as buildings) whenever possible.

The order in which you move your ‘Mechs and battle armor provides another opportunity to exercise strategy. In general, delay moving your fastest ‘Mechs as long as possible so you can put them to their most effective use. At first, move those ‘Mechs or battle armor with the fewest movement options, including slow-moving ‘Mechs and those that have fallen down (they rarely do more than simply stand up). ‘Mechs positioned far from the enemy also represent a good choice for an early move, because your opponent is unlikely to try to outmaneuver such distant targets. In addition, declare the movement for any ‘Mechs you intend to have stand still at this time, because standing still counts as a “move” and forces your opponent to move again without learning much of anything about your strategy. Even ‘Mechs that are immobile due to pilot unconsciousness, the loss of both legs, and so on, can be declared stationary to expend a “move.”

When choosing where to move, take into account the movement capability of those ‘Mechs your opponent has yet to move. If his or her remaining units are faster than yours and can outflank you regardless of how far you move, find a nice wooded hex for your unit to occupy and try to keep a Clear terrain hex at your back. After all, if you’re going to let the enemy get behind you, at least deny him the luxury of tree cover.

For more movement tactics, see Movement (below).

Winning the Initiative

It is always better to win the Initiative than to lose it, but you must know how to take advantage of winning the Initiative.

Winning the initiative gives you the opportunity to “go on the offensive.” You move your ‘Mechs after your opponent and will always move at least one of your ‘Mechs last during the Initiative Phase. This gives you an edge, because you can watch your opponent’s movement and then respond, rather than being forced to guess at what he or she might do. This is your chance to strike.

You should always plan an overall strategy for your attack, but don’t hesitate to change your planned movement to respond effectively to your opponent’s moves. In general, move your fastest ‘Mech last, using your knowledge of the enemy’s position to attack his or her ‘Mechs’ most vulnerable sides.

Next: Movement, Target Movement, Terrain, Dropping to the Ground, and Facing.

The Two-Headed Snake

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This will be the last update on Handbook: House Kurita for 2012. Principal writing is winding down and during the upcoming holiday week, most of the book will be (hopefully) completed. I’m also hoping to start seeing some of the art soon; it’s been far too quiet on that front.

One of the primary things that has struck me about the Draconis Combine is the stark divide between the two societal classes – noble and worker. While each has several subdivisions within them, the main divide is exceptionally noticeable within the Kuritan realm. Of all the Great Houses, the Combine’s society and economy is the most “realistic” when it comes to reconciling “real world” theories against the sci-fi pulp universe of BattleTech. The worker class is truly poor within the Dragon’s realm and the nobles are truly wealthy. It explains much as to why such cultural iconography (namely, the “Japanification” of the House) is deep-seated within the society. Adherence and reverence for the Kuritan ideals is indelibly strong within the poor classes; it’s the one thing they can well and truly grasp to live for. The reverse is true of the nobility (of which the merchants reside on the lower tiers); they are more adept at manipulating the cultural norms to get what they want, while showing the face of subservience to the Imperial throne.

Isn’t it interesting, then, that the Black Dragon Society finds most of its members within the nobility…

***

So before I share one sidebar from the history section, here’s a nice juicy tidbit:

In HBHK, we reveal the identity of Snow Fire.

Chew on that little nugget for a bit. When you’re ready, look at a little bit of foreshadowing from a sidebar in the History of a Nation section:

The Deadly Double Cobra

Scientists and medical experts from systems near the affected prefectures were called in by the Coordinator to combat the “Albiero Consumption.” Using samples gained through strict protocols, this special medical task force—coordinating across eight different systems and facilities—finally struck success in 2904. As a result, millions of people were spared a lingering death from the fast-spreading virus. Removing the quarantine kept the Dragon’s stretched economy from going under completely.

The DCMS special warfare labs also benefited from the research. After the crisis had passed, the medical facilities were closed down, except for two. Research moved from vaccinations and public health into that of biowarfare. While not a common option used during the previous Succession Wars, the DCMS High Command considered it an avenue in the event of an overwhelming assault by its neighbors.

After several months of extensive testing, a weaponized version of the plague was created. The new virus, called the “Double Cobra” for its two transmission vectors, was capable of infecting an entire planet within weeks, depending on extraneous environmental factors. The Double Cobra was theoretically more lethal than any other chemical or biological weapon posited during the height of the Star League era. When the full range of the virus and its effects were disclosed to Coordinator Shinjiro, he immediately ordered the samples sealed and locked down. Only in a case of extreme emergency—such as the imminent downfall of the Dragon—would such a weapon be unleashed.

The DCMS High Command placed the Double Cobra in a buried vault complex in a sparsely populated region of Galedon. The district capital world was chosen for its proximity to the Federated Suns border, as the Dragon believed that if any enemy was capable of pushing the Combine to the brink, it would be the realm of the hated Davions. If that inconceivable situation happened, the Double Cobra would be ready for use.

Bunker SX-RT3; Luthien Court Library, 2933

Merry Christmas, readers!

HBHK: Arrogance in Character

DRK-5K Grand Dragon (v2)

Been a few weeks, so I thought I’d share a bit more from the ongoing HBHK project.

One of the biggest challenges to this particular book is trying to convey the arrogance of the Kuritas (as it’s from the perspective of a Combine historian) without sounding overdone and silly but still convey important information. The trick is to use the proper turns of phrase and word choice, which makes the entire process a tad challenging. By a factor of ten.

The only other option is a textbook-style read, which is, to be frank…BORING. With the difficulties this series already faces, I’ll do whatever I can to boost this last installment’s success.

Initial feedback from my reviewers has indicated I’ve been pretty successful in hitting that arrogant-yet-informative balance I want. Hopefully those who do read it in full will agree.

Okay, enough rambling. Continue reading

Final Chaos

Base Into Action, by Alex Williamson

Continuing the discussion on my latest book project, Total Chaos. We last left off with deciding what world sidebars to include and then cutting the writers loose.

Over the course of two months, assigned material began trickling back to me. I had several phone conversations with Matt Murray, who was tasked with rewriting the Chaos campaign rules and updating the cybernetic rules. Early on, after I reworked the word count, I realized we had too much material for the book. So I quickly decided to axe the cybernetic rules, as they played only a minor part with regards to some of the opposition units in the tracks. A quick conversation with Randall and Herb later, these rules – originally found in Jihad Hot Spots: 3072 – would be relocated to the Interstellar Operations core rulebook. My rules section for Total Chaos looked sparse, but because most of the book was rules and guidelines, I didn’t think that would take away from the project. Continue reading

Worlds of Chaos

Partial look at “Rules of Engagement” by Matt Plog

A continuing look at my latest Catalyst Game Labs BattleTech project, Total Chaos. We left off taking a look at the mercenaries selected for the project. For those interested, the PDF version of the book is now for sale; the print version is tentatively due in August 2012.

One of the ideas that came out of discussions with Øystein and Herb was the ever-present request by players to have detailed synopsis of the Jihad on various planets. We knew there was no way we could do such a comprehensive volume that would be profitable. And spending time and resources on a PDF-only product makes no business sense. I believe Øystein even calculated that a unit-by-unit movement table (such as seen in the FedCom Civil War sourcebook) would alone take up nearly 300 pages – and that assumed small font size!

With both Øystein and myself wanting to delve deeper into Operation SCOUR and Herb intrigued with our initial idea to do a planet dossier of that conflict, we struck a compromise. Why not select roughly 30 of the more intense conflict worlds and do sidebar write-ups on those?

Then, one final thought hit me: why not make it a little more palatable and include brief rules for running a mini-campaign on that world?

Continue reading

Chaos Theory

Preview of Total Chaos chapter art (Williamson).

In late 3067, the Word of Blake unleashed its Jihad, fanning the flames of violence and spreading it across the Inner Sphere. Three mercenary commands struggled to find their footing and profit from the all-encompassing warfare. As they navigated their way through the conflicts erupting on hundreds of worlds, these mercenaries grew in power, prestige, and character. Facing adversity, victory, defeat, and enemies within and without, they were typical of many commands touched—for ill or for good—by the Jihad.

As the Jihad unfolded through the Jihad Hot Spots plotbooks, players were introduced to the Chaos Campaign, a new game play system that gave players the opportunity to craft their own games around specific battles and events of the Jihad. Now that campaign, spanning fourteen years of conflict, has been collected and updated. Presented here are all of the Chaos Campaign tracks from the Hot Spots plotbooks and interwoven with select tracks from the Jihad Turning Points e-publication series and several all-new tracks and mini-campaigns.

This volume also includes detailed reports on nearly forty planetary campaigns, providing context and details previously clouded by interstellar media, local reports, and personal journals. With an updated and streamlined core ruleset for the Chaos Campaign and new Jihad-era Random Availability Tables for the Word of Blake, Mercenaries, and Militias, this book has everything players and gamemasters need to recreate the pivotal campaigns of the Jihad and lead their forces to victory.

 So. Total Chaos. What’s it all about? Continue reading