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Classic Battletech Total Warfare

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A collection of various scenarios and source material that have been published online. Operation Higashikuni Clan Invasion is nice to have, but of the three products I would get this last. You get a full Clan army (as Omnimechs are something you pay through the nose for), but you’ll inevitably want to branch out after a few games to add more Omnimechs or Clan versions of old Inner Sphere designs. If you are putting off committing to big rulebooks and like the level of game you are getting from the AGoAC box, then Clan Invasion is a solid buy to try the Clan era out, and to give you an Opfor for your Inner Sphere Mechs. In 2007, FanPro's BattleTech license ran out and was not renewed. In their stead, InMediaRes acquired the full license from Topps/WizKids, and created their Catalyst Game Labs subsidiary to continue the classic game line. Battletech has existed since the 1980s, and unlike Warhammer hasn’t had repeated new editions changing the rules, so there’s a colossal pile of confusing books and supplements for a player getting started. There are currently three different box sets commonly available, with a fourth coming later this fall. The fourth, Alpha Strike, adds to the confusion as its a different set of game rules that are cross-compatible with the same models.

The product of more than twenty years of gaming experience, Total Warfare presents the rules of the BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact on the deadly battlefields of the thirty-first century appear in a unified rules set: from BattleMechs to ProtoMechs, Combat Vehicles to Support Vehicles, infantry to aerospace fighters and DropShips. ilClan-era availability is currently in a beta phase, and is not finalized. This will be a significant undertaking with several layers of review, and items may be added or removed on a case-by-case basis at our discretion as new material is released. An announcement will be made once the era reaches a more stable state. Units Carrying Non-Infantry Units: Lift hoists cannot be used to lift another unit of any kind during combat. However, a unit can begin the scenario transporting another non-infantry unit (infantry units are carried as normal cargo). A transported unit is inactive and so cannot perform any action. Note that inactive units cannot be made active in regular Total Warfare play; see Readying for Deployment on p. 44 of Strategic Operations for details. We’re taking a look at the three current boxed products (the Beginner Box, A Game of Armored Combat, and Clan Invasion), what’s included in each, and which ones you need to play.Wolverine-6R– More of a brawler with a Medium Laser, SRM-6 and AC/5, the Wolverine needs to get close to use all it’s weapon systems. This means it benefits from cover to prevent it taking a lot of damage on the way in.

Successors of the self-exiled Star League army, the Clans developed into a culture of genetically engineered superwarriors in deep space and eventually returned to invade the Inner Sphere in 3049. Although they share the same culture, they are heavily factionalized and essentially independent from each other. From the original 20 Clans, only 7 are known to still exist by the Dark Age.

JumpShips: JumpShips can perform jumps of up to 30 lightyears between Jump Points within mere seconds (typically from one star system to another). They are essentially Kearny-Fuchida Drive cores to which DropShips can attach themselves for faster-than-light transportation.

In 2018, a new edition of TechManual was published incorporating then-current errata. The book reused art from the 1994 Tactical Handbook art work by Doug Chaffee. Battletech is confusing to get into (that’s half the point of writing this article) and it’s coming at you with a lot of supplements and things tagged as rulebooks which are in fact optional/advanced rules. Battlemaster-1G– 85 tons and carrying a profusion of different weapons. With it’s only long range firepower being a single PPC, the Battlemaster is all about close range engagements, with six Medium Lasers, two machine guns and an SRM-6. With potentially 32 heat from firing all weapons and only 18 heatsinks, you will very clearly have to manage heat on this mech, but you can mitigate this by planning ahead. Mech Variants The main mistake players make is trying to make their games too big too early. Lance vs lance is fine, 2 lances vs a clan star is a big game size, and beginning players fielding light lances against each other is absolutely fine. You aren’t missing out using mechs under 60 tons, playing on a map with a decent amount of terrain, and playing a game of ambush and maneuver. In fact you’ll learn a lot playing with mechs where you have to actively manage heat, hug cover, and play tactically. Mechs aren’t Warlord titans (as evidenced by the fact that Battletech and Adeptus Titanicus is roughly the same model scale) so you don’t have to play them that way. BattleTech has been described as "the future of the 80s" for its aesthetics and technological fiction. Real-world technology developed quite differently from what the authors believed at the time of the inception of the game, leading to occasionally odd concepts of what is supposedly possible and what is not. The most glaring mismatches are weapon ranges in BattleTech, which are mere fractions of the ranges easily achieved with similar weapons in the real world, and the perceived size and performance of computers. The internet was not part of the early fiction either, but comparable communication networks were later written in.

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If you enjoy playing the BattleForce game included in the Interstellar Operations: BattleForce book, you may find these counters useful in your games. Basic Counters A companion volume to Total Warfare , the Classic BattleTech TechManual combines all the construction rules for the various units presented in that core rules set. Streamlined and updated, it contains all the core weaponry and equipment from previous rules set, as well as the newest, bleeding edge technologies. More than just a rulebook, however, the TechManual presents numerous sourcebook-style treatises, providing the in-universe context for these units and the technologies of their development. A must have resource for any BattleTech aficionado! In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com.

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