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rcemezodiac

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I've finally taken the plunge and I recently got the new starter box, plus a couple extra models and the rule book. I have to say though reading all the little special rules and such I am a bit intimidated by table top battletech. I've played 40k and Starwars Armada so i am not new to table top but is battletech easy to learn?
 

Packrat

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I'm admittedly not the best person to ask, but I don't remember being overwhelmed while learning the rules. Just start small -- mechs only, Introductory tech, no optional rules, no more than a lance each -- and gradually increase in scope and complexity as you get comfortable with each step. The worst part is all the damn result tables, which is more tedious than hard.

As a piece of advice, you can try keeping track of movement mods with spare dice near each mech. You can use either colored or stacked dice to indicate movement mode (1 for walking, 2 for running, 3 for jumping), and the top face of the die indicates its defensive movement modifier.
 

wundergoat

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As someone who likes to play at later tech levels with all the fancy gadgets, I agree 100% with @Packrat that intro tech is the best to learn at.

Not only are there less special rules and complicated equipment, but the era also puts more importance on core game elements like heat management, movement, and managing range. You’ll become a better player by learning at this tech level.

The one downside is that gameplay can be a little slower since firepower is much reduced and XL engines aren’t a thing. If you find games feel a little slow, try upping pilots to veteran (3/4) level. I usually use vets at the intro level.

The colored dice marking movement mods and movement type are a huge help for this. Another trick is using a paperclip on the record sheet to track heat. Another item I’ve used is a ‘box of death’, basically a clear tackle box with a pair of dice in each cell. When having to make a ton of rolls (like with massed SRMs), you just shake the box and read it like a book.
 

stjobe

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is battletech easy to learn?
"A minute to learn, a lifetime to master" :)

More seriously though, start with the basics. There's plenty of tactical combat to be had without going into optional rules. Just try it out small; start with a single 'Mech on each side to get the turn sequence down pat, then when you feel you have that covered, try lance on lance combat.

Before you know it you'll start asking things like "but wouldn't it be cool if there were a rule for this?" - and you can be pretty confident there is :)

Edit: There's a free PDF called "BattleTech Quick-Start Rules" that covers the absolute basics, you might want to try to get hold of that from Catalyst Game Labs store.
 

Rørik Þrumsålr

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There is also Alpha Strike, which is a simplified system that makes large scale engagements possible.

As someone who has been playing TT for 25 years I may not be qualified to comment on it's complexity. I have the standard rules and most tables memorized. I do agree, keep it simple at first. Limit your fights to no more than 4 mechs (ideally start 1v1), keep it 3025 tech and don't engage infantry, tanks or other vehicles.
 

Prussian Havoc

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There is also Alpha Strike, which is a simplified system that makes large scale engagements possible.

As someone who has been playing TT for 25 years I may not be qualified to comment on it's complexity. I have the standard rules and most tables memorized. I do agree, keep it simple at first. Limit your fights to no more than 4 mechs (ideally start 1v1), keep it 3025 tech and don't engage infantry, tanks or other vehicles.
“1v1”

That reminded me of when we used Solaris’ Gladiatorial games as the background of our early tabletop. It framed the “so what” of our matches, giving context to all that Big and Stompy Mech Action. : )
 

Arch-Heretek

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There is also Alpha Strike, which is a simplified system that makes large scale engagements possible.

As someone who has been playing TT for 25 years I may not be qualified to comment on it's complexity. I have the standard rules and most tables memorized. I do agree, keep it simple at first. Limit your fights to no more than 4 mechs (ideally start 1v1), keep it 3025 tech and don't engage infantry, tanks or other vehicles.
I thought Alpha Strike was faster, but required miniatures? Granted, I don't have that so I can't really say, but it doesn't exactly seem like a beginner option because of the models, the terrain, and the large play space required.
 

DarkSpade

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I still disagree with starting 1v1. The game is really dull 1v1. Go at least 2v2.

Also, if all you care about is mechs, or if mechs are just what draws you into the game the most, start with the Battlemech Manual book. It only has the rules for mechs(resulting in a book a quarter the size) and is honestly written way better than the normal core book. Only thing missing is an index, but Catalyst indexes are often worthless anyway.

Alpha Strike is another option if you really want to get some mechs to the table, but want something simpler than Battletech. Alpha Strike is to Battletech as Ace Combat is to Microsoft Flight simulator. Yeah it's simpler, but it still captures the feel. Make sure you pick up the Commander's Edition if you do. It's pretty close to being a 2nd edition of the rules.

I thought Alpha Strike was faster, but required miniatures? Granted, I don't have that so I can't really say, but it doesn't exactly seem like a beginner option because of the models, the terrain, and the large play space required.

Alpha Strike has rules for playing on a hex map.
 

Blade_mercurial

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Oct 15, 2018
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I just got into the game last year (I bought the beginner set and the Game of Armoured Combat). Its a really great game, honestly, and not hard at all to understand or learn. The only real drawback is how sloooooow it is. Even with all of the tips & tricks people offer (using dice to track movement to-hit penalty, cards for initiative, etc) you cannot finish even a 4v4 (that is, 2 players each with 4 mechs/units) in less than 3 hours (if there's lots of missiles on the units, then add another hour, because missiles are a huge drag with all the friggin rolling).

Having said that, I've made it work for myself. I've done all kinds of different battles: solaris style duels, an attempt by DC to take a Fedsun planet (both sides given roughly equal BV and played through a mini-campaign) and now I'm in the middle of a much longer campaign involving a Mercenary Company.

I have to say, playing a small pick-up game is fine and all, but once you start doing campaigns or connected scenarios with story involved, the game becomes WAY more satisfying. Also for my campaign, I've come up with a bunch of house rules to speed up game play significantly. Its not 'by the book' however, so I'm sure many Battletech purists would balk at such things, but I don't care----I'm having a lot of fun with it ;)

Oh and one last thing: you don't ACTUALLY NEED MODELS! I mean, they are much better than using odds and ends from other things, but you can play the game representing units with whatever you want. Lego, coins, models from other games you may have, it really doesn't matter. I have no tanks for example, so I just use my kids' lego to make tanks, buildings and turrets with. Even with the mech models I have, I am forced to 'proxy' all the time, since my mech-count currently is at a paltry 22, but that will change once I get my shipment from the Clan Invasion Kickstarter! :)
 
Last edited:
Jun 25, 2018
531
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When the opportunity arises I plan to give my cousin's kids an introduction to tabletop. The plan is to bring my custom map (6x9 foot green felt map, with 3-inch hexes and terrain that looks cooler a little larger, and easily facilitates stacking.

Bring a handful of minis with appropriate record sheets, etc. Give everyone a single mech to run, likely a free for all with Level 1 rules...once the minis are on a big board there will be the wow factor that I got from that, with my very first game ever (late 80s and we had the BIG scale, original minis).

Battletech was a little bit magic to me that original game...I'd want anyone to have that same experience.
 

Blade_mercurial

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Oct 15, 2018
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Bring a handful of minis with appropriate record sheets, etc. Give everyone a single mech to run, likely a free for all with Level 1 rules...once the minis are on a big board there will be the wow factor that I got from that, with my very first game ever (late 80s and we had the BIG scale, original minis).

Battletech was a little bit magic to me that original game...I'd want anyone to have that same experience.

I've done the same thing for my kids, although perhaps I tried introducing with them a little too young (they are 7 & 9). They really hated having to roll for the SRM 6 (I gave each of them a Wolverine, thinking it was a good starter mech). It is the worst missile in terms of sheer number of dice rolls, but perhaps if they were a little older, they'd have the attention span to not mind it as much.
 
Jun 25, 2018
531
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I hear you, but my cousin's son is 13 and a diehard online gamer, so he'd likely make the leap with little difficulty.

In my colorful and roundabout way of describing that memorable evening for me when I played my very first tabletop session of the game, my point is that basic rules and giving new players a single mech each is probably the ideal way to initiate someone without overwhelming them.

That's how it was for me...me and my lone mech, part of larger skirmish on a distant battlefield that hinted just enough at a much larger Battletech universe that after that night in the very late 80s, I knew I was in for life...
 
Jun 25, 2018
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Dark Spade is right if it's going to be 1 vs 1, but a larger group of players with say, at least a lance on lance action, starting newbies with a single mech is the way to go, I feel.

That's a way to have to focus on a single unit and being battlefield wary and aware of the opfor, without getting thrown in head first .
 

DarkSpade

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Dark Spade is right if it's going to be 1 vs 1, but a larger group of players with say, at least a lance on lance action, starting newbies with a single mech is the way to go, I feel.

That's a way to have to focus on a single unit and being battlefield wary and aware of the opfor, without getting thrown in head first .

Yeah if you have a group, one mech each works fine. Just avoid 1 mech vs 1 mech. Also, if you're teaching more than one person, don't play. Get them playing while you help with charts and rules. The easier the games flows for them, the more likely they'll want to play again. Then you can curb stomp them. :p

Now, if both you and your opponent are both still trying to learn the game, that's not an option, but I still recommend 2v2(mechs) minimum. There's a little(very little) more you have to keep track of than 1v1, but it keeps the game far more interesting and therefore more fun. More fun you're having, the less work learning the rules will be.