|Let me guess...from left to right:|
Griffon, Atlas, Locust and a Catapult?
If you're not familiar with the history of the Battletech franchise, it's basically a collection of board games and paperback novels, as well as video games running the gambit from RPG and RTS to more recently mech piloting sims. At the core of all of it though is a three decade old hex grid war game designed for mech on mech combat. The system is quite detailed and requires a lot of bookkeeping for each mech in addition to a hefty amount of dice rolling. Just to give you an example, firing off a rack of missiles at a target necessitates a to-hit roll, and assuming that is successful, another roll to determine the number of missiles that actually do damage. After that individual hit location rolls for each missile have to be calculated by comparing roll results to the proper table depending on the target's facing (front, back, left side, etc.). In total you're looking at anywhere from one to twenty-four dice rolls (on top of multiple charts and stat sheets for consultation) just to determine the effect of one weapon system. Keep in mind a large mech might have a half-dozen of these or more. Obviously, all this gets increasingly unwieldy the more and bigger the mechs are up to the point that the entire thing collapses under it's own weight when the numbers of units reach into the double digits. Of course a video could streamline all this, moving most of the number crunching under the hood, so to speak. However, there are some fundamental issues with the Battletech ruleset that really need to be addressed in order to make the game enjoyable in the 21st century.
|The Whiff Factor is bound |
to lead to a lot of player
|For better or worse, Battletech has kept |
backward compatibility with all
earlier versions of the game despite
its long history