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Sunday, November 12, 2006

Unit Composition of the Inner Sphere

The unit composition of the Inner sphere has been basically unchanged over the four centuries of constant warefare. The basis of the units found in the inner sphere are as follows:

House Units/Mercanaries
Single unit / squad (1 mech / vehicle, 1 aerospace figher and1 infantry squad)
Lance / Plattoon (4 mechs / vehicles, 2 aerospace fighter and 4 squads of infantry or 21-30 infantry) =4 units
Company (12 mechs/vehicle, 6 aerospace fighter and 63-90 infantry) = 3 lances
Battalion (36 mechs/vehicle, 18 aerospace fighter and 189-270 infantry) = 3 companies
Regiment (108 mechs/vehicles, 54 aerospace fighters and 567-810 infantry) = 3 battalions

As for the clans, the structure are of 5 units as a star.

1 point (1 mech, 2 aerospace fighters or 5 elementals)
1 star (5 mechs, 10 aerospace fighters or 25 elementals) = 5 points
1 binary (10 mechs, 20 aerospace fighters or 50 elementals) = 2 stars
1 trinary (15 mechs, 30 aerospace fighters or 75 elementals) = 3 stars
1 cluster (60 mechs, 120 aerospace fighters or 300 elementals) = 4 trinaries
1 galaxy (240 mechs, 480 aerospace fighters or 1200 elementals) = 4 clusters

Friday, November 10, 2006

Basic Introduction to the Inner Sphere

Clans

They are descendants of the Exdous of General Alsexander Kerensky. General Kerensky was the last person to hold the houses' lords ambitions in check. However as not to purge the Inner Sphere into another war, he chose unwisely to depart from the inner sphere. Thus his exdous departed the Inner sphere and arrived at the clan homeworlds millions of light years apart.

However with his death, his followers broke up into warfare. This allowed Nicholas Kerensky, son of Alsexander, to forge the clans into a caste system on his victory over the rebels. Time was to pass for the clans before the unexpected arrival of a comstar jumpship; which was to spark the clan invasion. With their advanced technology and different equipment, they were intially thought to be aliens. World after world fell to the onslaught of the clan juggernut which appeared to be unstoppable in their quest to reach Terra first. However Comstar came out of the shadows and fought out a truce at Turykid. During the truce, clans fought among themselves and a clan was casted down by the co-operation of all the houses. However the truce was over now, the clans are free to savage the inner sphere again but only this time they have the Word of Blake to contend with

The three main clans in the Inner Sphere are Clan Jade Falcon, Clan Wolf and Clan Ghost Bear. Clan Wolf in Exile (Lyran alliance) and Nova Cats (Draconis Combine) are break away from the Clans themselves. Clan Diamond Shake are the merchant princes of the clan while Clan Snow Raven are the king and queen of the space.

For more information on the clans, please log on to http://www.classicbattletech.com/
Basic Introduction of Battletech Universe

The year is 3070 and time of the Word of Blake's Jihad is upon us.

Just think of an universe where Earth (Terra in game terms) is in the middle.

The Inner Sphere can be spilt into the following catergories:

Houses (5; Steiner, Davion, Kurita, Liao and Marik)
Clans (7; Wolf, Jade Falcon, Ghost Bear, Diamond Shark, Snow Raven, Wolf (in Exile) and Nova Cats)
Periphery (5; Magistracy of Canopus, Taurian Concordat, Outworlds Alliance, Marian Hegemony and Circinus Federation)
Independent Players (Numerous; Word of Blake, Star League, mercenaries and Comstar)

House

Refers to the major powers in the Inner Sphere. There are House Steiner (Lyran Alliance), House Davion (Federated Suns), House Kurita (Draconis Combine), House Liao (Capellan Confederation) and House Marik (Free Worlds League). Between them, they control 80% of the Inner Sphere.

Since the breakup of 1st Star League, they have undergone 4 succession war and one clan invasion to decide who should be next star lord. However, due to the ambitions of these House lords, millions were killed and technology took a step back. Only the invasion of the Clans, did the houses reunite together. But that was not to last as after the invasion was stopped, the houses turned again on each other.

Due to this fatal weakness, the houses now have the threat of the Word of Blake to deal with.

For more information on the houses, please log on to http://www.classicbattletech.com/
Introduction to Battletech

Battletech can be put simply as a game of warfare set in the future where one have to use tactics to win...is also where a combined force of Mechs (Big Robots controlled by human pilots), vehicles, aerospace fighter and infantry mix up on the battlefield for glory of their house, clan or for themselves.

And the year is 3070, the word of blake had launched their jihad against the infidels...simply put it is a time of war or total warefare.

What a person needs to play the game??

A pair of dices (6-sided), a pencil, a set of quick start rules and a map. It is that simple. Let's put it this way; the phase of the games are:-

Movement
Firing
Physical Attack
Heat

And, that is it.

Why play Battletech?

Battletech is simple game to pick up...and it is not too expensive hobby. And it is a fun game where one can outthink, outplay and outgun your opponent.

Where to find Battletech in Singapore?

One can also pot by http://singapore-btechers.blogspot.com/ for help in finding people to teach or for games.
Battlemech Challenge

To all battletech players, with the changes in rules in TW, what would be the most dangerous under the new rule. Let's hear it.

With increased modifier for movement, fast mechs are going to be fun.

While on the hand, with additional of so many physical combat weapons in play soon, Hatchmen, Axman, Berserker or any new design would also be fun.

Tuesday, November 07, 2006

The difference of TW and BMR (continued)

Infantry and Battle Armor
In TW, BA is just treated at a generic level. So there are no updated rules for purifier, cavalier and gnome BA here. Maybe in the Tech Manual, these would be revealed.

Changes for Infantry
Inclusions in TW are the following:

-All infantry platoons have a cargo space occupied for a infantry carrier. This is shown on page 213 for those interested.

-Foot infantry armed with Machine gun, SRMs, LRMs and flamers can only move or fire in the same phase, but not both.

-Mechanized infantry is included in TW where it is spilt into hover, wheeled or tracked.

-There are changes in the maximum weapon damage per platoon table (Pg 216 in TW) where the maximum now is 17 points as compared to BMR of 14 points. However, all damage inflicted must be grouped into 2 points cluster before applying the hit location table.

-Machine guns armed platoons inflicted 1D6 additional damage to any conventional infantry units.
-Damage against infantry units by other units (mechs, vehicles and aerospace) than infantry are also applied differently now. They are treated into non-infantry weapon damage (Pg 216 on TW). This would affect the damage dealt to infantry platoon.

-Infantry in the clear terrain suffers double damage while mechanized infantry would suffer double damage by non infantry attacks and for infantry attacks, they would be to sustain double the damage per trooper.

The difference of TW and BMR (continued)

Buildings
This is one area where not much changes have been spotted. Only difference here is the gun displacement rules in BMR is not found in TW. Maybe it would found in another rulebook e.g. Tactical Operations.

AerospaceThis is one area I have no idea on the changes, as I do not play aerotech in first place. I would rather leave it
to someone else to comment.
The difference of TW and BMR (continued)

Terrain Factor and Conversion Table

This is another marked difference between BMR and TW as in BMR, you can clear woods by shooting into it and rolling 2d6, if the result is less or equal to the damage of the weapon, the woods hex is converted. However in TW, the terrain is treated as a sort of building as it has a terrain factor (TF). Only when the TF of the terrain reach the lower value, then the terrain is converted.

Heavy Woods: TF 90
Light Woods: TF 50
Rough: TF 0
The difference of TW and BMR (continued)

Vehicles
This is one section where there were lots of changes and revamped in TW than BMR since in the Dark Ages, vehicles play a bigger role than mechs (they are too scarce to be risked into combat lightly)

a) For one, there is a large ground support vehicle hit location table inserted in TW. Actually the construction for such units would be covered in Tech Manual most likely. The table is now divided into Front, Rear, Front Side and Rear Side.

b) Normal Vehicle / VTOL Hit Location Table
All Vehicle hit location table is divided into a front, rear and side hit location based on the attack location. A totally revamp of the hit location table seen to make it more realistic as with mech hit location table in TW.

Interesting is the inclusion of side critical on roll of 8 with a roll of 2 and 12 are still considered critical hits.

For old guns, previously in the BMR hit location table, there are some effects on movement and turret direction for locations 3-5 and 11. However, in TW, these effects have been expanded into a motive system damage table that is huge against VTOL and hover craft, as they are +4 and +3 to the roll.

Another important revamp is the Critical Hits table for vehicles, instead of a 1d6 for BMR for all locations, now is 2d6 for TW with a lot more effects and based on four directions of damage (front, rear, side and turret).
Lastly, for VTOLs, there is a new rule for damage to rotor of the VTOL, the actual damage is inflicted is based on dividing the damage value of the weapon by 10 and rounding up.
The difference of TW and BMR (continued)

Vehicles
This is one section where there were lots of changes and revamped in TW than BMR since in the Dark Ages, vehicles play a bigger role than mechs (they are too scarce to be risked into combat lightly)

a) For one, there is a large ground support vehicle hit location table inserted in TW. Actually the construction for such units would be covered in Tech Manual most likely. The table is now divided into Front, Rear, Front Side and Rear Side.

b) Normal Vehicle / VTOL Hit Location Table
All Vehicle hit location table is divided into a front, rear and side hit location based on the attack location. A totally revamp of the hit location table seen to make it more realistic as with mech hit location table in TW.

Interesting is the inclusion of side critical on roll of 8 with a roll of 2 and 12 are still considered critical hits.

For old guns, previously in the BMR hit location table, there are some effects on movement and turret direction for locations 3-5 and 11. However, in TW, these effects have been expanded into a motive system damage table that is huge against VTOL and hover craft, as they are +4 and +3 to the roll.

Another important revamp is the Critical Hits table for vehicles, instead of a 1d6 for BMR for all locations, now is 2d6 for TW with a lot more effects and based on four directions of damage (front, rear, side and turret).
Lastly, for VTOLs, there is a new rule for damage to rotor of the VTOL, the actual damage is inflicted is based on dividing the damage value of the weapon by 10 and rounding up.
The difference of TW and BMR (continued)

1. Hit Location Tables

The main difference between TW and BMR is the incorporation of the quad mech table into the same table as biped mech

2. Physical Attack Modifier Table

There is where things get very interesting. In the past, BMR uses the system of physical attack base to hit numbers. Here is the main difference between TW and BMR, TW chose to stick with a consistence of using modifier to piloting skill rolls.

Thence the physical Attack Modifier Table looks as the following:

Charging +0 (use the difference between attacker and target skill level as a positive if targer is better than attacker or negative modifier if targer is worse than attacker)
Clubbing –1
Death From Above +0 (All normal attack modifiers including attacker’s jump modifier must be taken into account; use the difference between attacker and target skill level as a positive if targer is better than attacker or negative modifier if targer is worse than attacker)
Kicking –2
Punching +0
Pushing –1
Weapons (Dependent on weapon)

Hence a comparison between BMR and TW is the now physical attack is much easier than before and makes sense in using the piloting skill as the basis.
For Pushing / Charging, in BMR, if a unit were pushed or charged into a prohibited terrain, it would be assumed by many players to be considered destroyed. However in TW, the issue has been cleared up where both units would not be moved, but any piloting skill check would still take place.
The difference of TW and BMR (continued)

2. Attack Modifier Table

a) Attacker Movement
Difference for TW are the below inclusion

Prone +2 (not applicable to quad mechs)
Skidding +1

b) Terrain Difference for TW are the below inclusion
Water Depth 1: +1 for shooting out of water / partial cover (see partial cover)
Partial Cover: +1 (BMR was +3) / Use mech hit location table instead of punch table and ignore any hits to legs. Yes I know that partial cover is less exciting than in the BMR, but then one don't get hit in the head that often. So there is a resaonable trade off here.

c) Target Movement Modifier
Difference for TW are the below inclusion
Again the MM for target has been expanded in TW to 10-17 hexes +4 18-24 hexes +5 25+ hexes +6 This makes sense too due to the speed of some units nowadays....dasher has a better chance of surving now

Is struck in swamp -2 entry in BMR is removed for TW

BA unit (only applies to non-infantry attackers) +1 PS: infantry are able to hit BA better, it would seen.
Airborne VTOL unit +1
Airborne aerspace unit at Alttiude 1 (NOE) (attacker in attck/flight path) +1
Airborne aerspace unit at Alttiude 1 (NOE) (attacker not in attck/flight path) +3

d) Weapons Attack Modifier only
Difference for TW are the below inclusion
Attacker
Attacker is Industrial Mech +1
Grounded dropship: -2 Range and Terrain
Each Intervening Hex/Level between Attacker and target (as well as target's hex) in same multi-hex building +1 per hex / level (max +3) PS: in BMR, the modifier is a straight +3, here in TW this makes more sense.

Target
Large Support Vehicle or Grounded Small craft -1

e) Physical Attack Modifier only
Difference for TW are the below inclusion
Target
Large SupportVehicle or Grounded Small Craft -2

Next up are hit location tables / physical attacks.
The difference of TW and BMR (continued)

1. Missile Table
For BMR, the missile table are available for the following combination:
2,3,4,5,6,9,10,12,15,20

For TW, the missile table available are: 2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,40

The reason is obivius as there are much more variety of ballistics and missile weapons available.
Next up is the Piloting / Driving Skill Roll Table

1. In TW and BMR, the most visible difference are the following:

A) Inclusion of New Special Cases
Situation: IndustrialMechs trying to avoid critical damage when falling
Modifier: +1/Level Fallen
Situation: Industrial Mechs with ICE power plant Fails PSR
Modifier: 0 (no Additional Modifier)
Situation: Four-legged Mechs with intact legs
Modifier: -2
Situation: Unintentional Charge
Modifier: +3
Situation: Mechs mounts small cockpit
Modifier: +1

B) Expansion of Skidding Movement Table in TW
In BMR, the max modifier is +4 for 11+ hexes moved as for TW, the expansion is 11-17 hexes +4, 18-24 hexes +5 and 25+ hexes +6

Actually this is more realistic as some mechs and vehicles have unbelievable speed.

C) Expansion of Building Movement Table in TW
In BMR, the same thing goes for max modifier for movement in building is +4 for 10+ hexes moved while in TW, the expansion is 10-17 hexes +4, 18-24 hexes +5 and 25+ hexes +6.

In this case, i really do not understand the logic behind it as there are no way a unit would crash through 10 hexes of buildings to enjoy that high a modifier for piloting.

2. Facing after fall table remains the same for both.
Movement Costs Table Difference (TW vs BMR)

1. In BMR, the movement are given as a total such as

Terrain MP Costs Prohibited Units
Clear 1 Naval Vassals


As for TW, the movement is calculated on a basis system:

Movement Action/Terrain Cost MP Cost prohibitied Units
Cost to Enter Any hex 1
Terrain Cost when entering new hex
Clear +0 naval units

2. For old hands, rest assured that the system for movement is the same. As for newbies, it seen that Fanpro and Wizkids wish to allow them a more structured system to use. However, once gotten used to it, most would ignore it (my personal feelings)
Difference between Total Warfare and BMR on first reading

1. There is no record sheets in TW, that would be given in TechManual (Yes, u have to pay for more to get it)

2. TW is combination of Aerospace and BMR without BA information (Tactical Operations??) / construction rules (Tech Manual)

3. TW is better more colorful than BMR (hence the price of $71.80 at PI)

4. There are more physical weapons in TW than BMR such as Chainsaw, Backhoe.

5. There are also inclusion of more interesting weapons in TW such as a Machine array for MG, Mutli Missile Launcher, A and B Pods for clans and plasma gun and cannon.