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Classic Battletech Total Warfare

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In case of any contradiction, developer-level errata takes precedence over the current errata document. As a whole, the Clan mechs are higher technology than the Inner Sphere, with more range, firepower, mobility, and armor per mech, but get balanced out by not being able to field anywhere near as many. This release covers known information meant to compliment published products; as such, it will not cover the Homeworld Clans after 3081, nor any remnants of otherwise "off-screen" factions such as potential Word of Blake or Wolverine survivors.

Developed by Harebrained Schemes and published by Paradox Interactive, this 2018 take on the BattleTech universe puts the player in the shoes of a commander of their own 'Mech lance, via turn-based actions and with the power and responsibility of having a mercenary company under direct control. The player's character takes care of the crew, chooses the missions, handles the finances, and oversees the 'Mechs' loadouts and armor. While a plethora of alien flora and fauna are used to give an exotic feel, sentient Aliens are notably absent from the BattleTech universe (except for an isolated case) and play no significant role. The fiction works on the premise that man is his own worst enemy. 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. This is the latest iteration of the Battletech starter set that has been around in various editions for decades, with nice plastic miniatures. There was a previous starter set with plastic minis in the 25th Anniversary Intro box in 2011 (though with Wizkids you’ll notice the 25th Anniversary set was released in the 27th anniversary year), and the current miniatures are substantially better, showing the evolution of ‘boardgame’ miniatures in the eight years between sets. Names given are Inner Sphere designation (Clan designation) because giving every Clan mech two names just makes things simpler.

Contents

The BattleTech universe is largely rooted in real-world physics, but some key premises of the universe are science fiction in that they seem to defy the laws of physics as they are currently known. These include superefficient fusion engines that supply vast amounts of power from relatively small and compact devices, starship thrust drives that outperform any currently known thrusters technology, and Kearny-Fuchida Drive technology that allows for faster-than-light travel and communication. The purpose of the product is to give you a taste of playing in the Clan Invasion era, and the models it includes are a force to take on the models in AGoAC. 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. Beyond the Inner Sphere, on the fringes of the HPG network, lies the Periphery, a lawless region that has descended into barbarism. Numerous minor realms and pirate bands exist here.

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. Published in 1986, BattleForce is the game of Small Unit Actions in the 31st Century, featuring mapsheets that, while printed to the same physical size as BattleTech hexes, represented 180 m of ground space (later changed to 90 m). Turns are similarly scaled up, representing 60 seconds of time. BattleForce was the first BattleTech game to introduce a game wide level of abstraction, grouping 'Mechs, vehicles and air support into single units at the Lance level. Doing away with record sheets and instead aggregating unit damage to a simple set of steps recorded on the counter itself, BattleForce is intended for the convenient staging of battles between regiment sized forces. The BattleForce scale of play has carried through into the current Strategic Operations rulebook. This product is the first Battle Value list for units using the Total Warfareand BattleMech Manualrules set. It offers over 9,000 variants for well over 900 individual combat vehicles. Clan Invasion looks like a starter set, but it absolutely is not. The content is similar to the A Game of Armoured Combat box, but you need the A Game of Armoured Combat rulebook (and ideally the models) as this set contains only the additional rules for the Clan units and improved Inner Sphere tech of the Clan Invasion. It also contains updated record sheets for the models in AGoAC with variants for the period of the Clan Invasion.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.

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 2001, FASA ceased active operations and the BattleTech IP (minus the computer games license now held by Microsoft) was transferred to WizKids, a new firm owned by FASA cofounder Jordan Weisman. WizKids split the IP, creating Classic BattleTech and MechWarrior: Dark Age as separate brands. Mad Cat (Timber Wolf)– This is the poster child mech for the clans. The Mad Cat pairs two LRM-20s with two sets of ER Large and Medium Lasers. To complete the picture you’ve got a Medium Pulse Laser and two Machine Guns and 17 double heatsinks. This mech has a lot of long range firepower and armour, and is fast for a heavy mech as well. Welcome to the BattleTech Master Unit List. Since even before Total Warfarewas first published, it has been our goal to provide BattleTechfans with a comprehensive list of game units and their corresponding Battle Value. 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.The rulebook covers the non-advanced rules for battletech, and you could add Mech Record Sheets from outside the box for the Succession Wars period without necessarily encountering many problems. The game is really the 3025 default that has been the core of Battletech forever. Conclusion 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! Delete the last paragraph of the main entry (Lift hoists cannot be used to lift...) and after the “Combat” subsection insert the following new subsection: BattleTech was created by FASA, who held the IP rights to the universe up until they withdrew from the market in 2001. They licensed limited rights to a number of third parties (such as Ral Partha to produce miniatures, publishing houses for comics, and later Roc Books for the novels, among others). The rights to produce computer games were with FASA Interactive, which was eventually sold — including the IP rights to computer games — to Microsoft.

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