Battletech Survival Guide
Battletech Survival Guide
Newsgroups: rec.games.mecha
Subject: The Unofficial Battletech Survival Guide - btusg.txt [1/1]
From: [email protected] (Evan Jones)
Date: 13 Mar 1996 14:23:03 GMT
Legal Stuff: BATTLETECH, 'MECH, BATTLEMECH, and MECHWARRIOR are trademarks
of FASA Corporation, used here without permission.
NOTE TO FASA: It is my belief that PLAYERS make a wargame/RPG what it is,
and in creating this text, I hope that I have not infringed on your
copyrights, but instead have made an addition to the Internet Battletech
Community.
Permission is granted by the author to distribute this text as long as it
remains unchanged, no fee is charged and credit is given where it is due.
Rules of Thumb
Unit Type Laws
Mech Construction/Selection Tips
Lance Star Composition
To-hit Chance Tables
Editors Note/Contact Information
RULES OF THUMB
These are rules that will generally help you while playing Battletech
Table of Contents
1.
2.
3.
4.
5.
The
The
The
The
The
Law of Positioning
Movement Law
Law of Weapon Fire
Partial Cover Law
Law of the Rear Arc
or else be able to attack the enemy when they don't suspect it or when
the enemy is being repressed by your lance mates. Another few guns at
such a crucial time can really make a diffrence and throw the enemy
formation out of whack.
Defensive Situations:
These are if you want to keep some armour
* Behind the Back:
Usually there are less weapons facing rear on a mech so you will get
hit less if you are behind one, unless it can flip arms. Mechs will
most often rotate their torso when you are in this position, but they
will only be able to hit you with one arm. If you can, make sure it is
the weaker arm.
* Cover:
If you are in serious trouble head for forest, deep water or tall
hills. Get yourself out of a mech's LOS or at least add a modifier to
his roll.
* Retreat:
If you are in deep trouble, it could be a good idea to run. Get out of
the LOS of all enemy mechs and lie down in some cover. By the time you
come back out, Your lancemates should have been able to get the
problem off your back, or else the mechs should be more damaged and
lower on ammo. They could even think you ran away.
* Use your range:
If you have a range advantage, use it! Stay far away from your
opponent and bombard them with long range firepower while they can't
hit you. Or you can try to get them in your medium range while you are
in their long range. It will make a difference!
* Back to the wall:
If you have a slower mech, get your back to a steep hill/cliff. That
way you can fire upon him without worrying about the annoying back
shot.
Other Situations:
These are situations that are not defensive OR offensive.
* High Heat:
Head for Level 1 or deeper water, just remember the Partial Cover Law!
Another way to lower heat is to retreat until your heat goes down,
then comeback ready to go.
4. Chose the best possible location
After you have ruled down the choices a bit you must now choose the best
location. Sometimes it is easy to pick, sometimes hard. Basically you want
to find a spot that will achieve your goals for the turn and will fit your
battle plan. You must remember what you want to do with this turn.. There
are no rules for this one. You must pick a location that YOU think is a
good one.
5. Do It!
Move your mech to the spot you picked. Easy eh?
--------------------------------------------------------------------------The Movement Law
This law is a law to remember.
The law is based on the fact that, if you want to hit and survive, it must
be harder for your opponent to hit you then it is for you to hit him. It is
inefficient to try to calculate all the terrain modifiers so just calculate
movement modifiers. You can follow this simple chart. It looks ugly in
HTML, better in ASCII.
Mode of Movement | At Least
| Better
Walking
Running
Jumping
The numbers are in hexes moved. The at least column is the target number of
hexes you need to move to get the same movement modifier to attack your
target as your target does to get you. The Better column is the minimum
number of hexes you need to move so your opponent has 1 more point of
movement modifier then you do.
Basically, positioning is more important, but this law will help. Here is
an example:
I'm in a Jenner, as shown in the TR3025. My target is in a Valkarie, as
shown. The terrain is all clear so I can just run towards him. I consult
the table. I want to run 7 hexes for my opponent to get a +3 modifier for
movement and I'll only get a +2. So I run straight towards him. To hit him
I need an 8, he needs a 9.
--------------------------------------------------------------------------The Weapons Fire Law
In order to take advantage of your array of weapons in your mech there is
an order you should fire your weapons in. First, I will define the two
types of weapons I will be talking about here.
1. Punch Through Weapons:
AC's, Medium Lasers, Large Lasers, PPCs.
2. Find Critical Weapons:
LBX AC's, SRMs, LRMs, Small Lasers, Machine Guns.
The Punch Through Weapons are ones that destroy large amounts of armour in
one location. These weapons are good for destroying the armour on a mech.
The best punch through weapon has to be the AC/20. The Find Critical
Weapons are weapons that spread the damage across locations. They have a
higher chance of finding damaged locations because when you hit with one
you make many hit rolls. Medium lasers can be find critical weapons as
well, depending on the number and the main weapon. The order you should
fire your weapons is this:
* Punch Through Weapons
* Find Critical Weapons
This order maximizes the efficiency of your weapons. When you use your
punch through weapons first you have a chance to "break" the external
armour and then you have a chance to score many criticals.
Example:
My mech has an LB 10-X AC and a PPC, I am in range for both weapons. I fire
my LB 10-X AC Cluster shot first. I hit and my shot scatters all over the
mech. I fire my PPC and it pierces my target's RA, rolls for critical hits,
and gets none. This could have gone better if I had fired my PPC first. It
may have gone something like this:
I fire my PPC. It pierces the RA armour. I roll for critical and get none.
I fire my LB 10-X AC Cluster and hit. 8 out of the 10 shots hit. The
locations are RT, CT, LA, LL, RA, LT, RT, RA. Two hits in the damaged area.
I roll for criticals and I get one. The critical destroys my opponent's ER
Large Laser, his biggest weapon.
NOTE: the LBX series of autocannons are excellent choices because they are
good punch though weapons and the best find critical weapons. It is
suggested if you have two tons of ammo to pick one of each kind.
Another thing you should keep in mind about your weapon systems is range.
You should never try to fight at a range that your mech is not equiped for.
If you have an archer you should not be within 6 hexes of your target. Here
is the law:
Stay in ranges where you have the same or lower range modifier as your
target for weapons that are:
1. Require Ammunition
2. Do lots of damage compared to your other weapons systems
3. Create lots of heat
These shots should not be wasted, although your minor backup weapons will
suffer.
--------------------------------------------------------------------------The Law of Partial Cover
This law is based on the fact that if you have partial cover, there is a 1
in 6 chance of pegging the head, compared to a 1 in 36 chance normally.
Partial cover is a double edged sword. Sure, it gives your opponent a +3 to
hit modifier, but if he does hit, welcome to head hit land. Take a look at
the following chart.
Chance of hitting the head on a location roll with:
* No partial Cover: 2.78%
* Partial Cover: 16.67%
As you can see, the difference is quite alot. Here is the rule.
1. Don't go into partial cover if the opponent has a to-hit roll of 8 or
lower with partial cover. Its much too risky. The hit chance on an 8
is a bit lower then 42%, the chances of getting hit in the head like
that is really high, and that's BAD!
2. Don't take partial cover if your opponent can hit with weapons that do
15 or more damage in one location when his to-hit roll is 9 or lower.
A 15 point hit destroys a head 100%. If he has multiple high damage
weapons you must think twice. The hit chance for a to-hit roll with 9
is 27%.
3. Lots of find critical weapons (See Weapon Fire Order Law) are also
bad. 6 head hits kill the pilot inside. Don't enter partial cover when
a mech has many scatter weapons pointed at you. They have a high
chance of killing you or at least knocking you out.
4. You can use this law on offence as well. If your to-hit roll is low
and the enemy is in partial coverthen a good procedure is to "stand
and deliver" your weapons upon the target in partial cover, expecally
if you have the aforemention scatter weapons or else the 15+ damage
weapons.
The Law of the Rear Arc
There is a position that you can stand your mech in and the enemy can
not hit you. There are some misconceptions and confusions about this
position however. Many people believe that the hexes marked with an R
in the following graphic are untouchable. (The # is the mech, F is the
forward arc, the A are the arm arcs and the R is the rear arc.
\_/F\_/F\_/F\_/
/A\_/F\_/F\_/A\_
\_/A\_/#\_/A\_/
/A\_/A\_/A\_/A\_
\_/A\_/R\_/A\_/
/A\_/R\_/R\_/A\_
\_/R\_/R\_/R\_/
/R\_/R\_/R\_/R\_
This is simply untrue. The reason is because people forget that mech's
can torso rotate one hexside right or left. The above mech's new
firing arcs when it rotates one to the left is shown below.
\_/F\_/F\_/A\_/
/F\_/F\_/A\_/R\_
\_/F\_/#\_/R\_/
/F\_/F\_/R\_/R\_
\_/F\_/A\_/R\_/
/F\_/A\_/R\_/R\_
\_/A\_/A\_/R\_/
/A\_/A\_/A\_/R\_
As you may notice, there is one row of hexes that is in the rear arc
on both hexmaps. The rows of hexes that are in the rear arc in both
the above diagrams is marked with an R (This will be explained in a
moment), the ones that are still in the rear arc if the mech rotates
right are marked with an L.
\_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_
\_/ \_/#\_/ \_/
/ \_/ \_/ \_/ \_
\_/ \_/ \_/ \_/
/ \_/L\_/R\_/ \_
\_/L\_/ \_/R\_/
/L\_/ \_/ \_/R\_
Now, if your mech was standing in the first hex marked with an R
before the rotation, obviously the mech would just rotate right,
instead of left, so you could be hit. But if that mech didn't have any
weapons on the right arm, or had its arm shot off, your mech would be
untouchable! So the law is thus:
1. Try to get into your enemies rear arc, so you can only be shot
with the weapons on one arm.
2. If your enemy is missing an arm, or has no weapons on that arm,
put your mech in an R hex if its missing its right arm and an L
hex if its missing a left arm.
Now that wasn't that hard now was it?
BATTLETECH UNIT TYPE LAWS
These laws are rules that you should always remember when you are piloting
a specific unit type. They try to use the advantages and eliminate the
disadvantages for each unit type.
Table of Contents
1.
2.
3.
4.
The
The
The
The
Light mechs are a very important part of the Battletech Universe. Even
though they are the cheapest, you still want your mech to live as long as
possible.
1. Speed and Terrain are Your Armour
Since Light Mechs cannot survive very many direct hits due to their
weak armour. To make sure that this doesn't kill you, you must use
speed and terrain as your armour. Use them to your advantage to
increase the enemies to-hit roll.
2. Avoid Direct Confrontation
Light Mechs usually don't stand up against any mech that is more
20 tons heavier then themselves. To survive as long as possible,
direct slug fights. Don't fight like an assault mech, fight like
light mech. The hit and run is the fighting style of fast units.
Strike fast when the enemy isn't ready or has their back to you.
before they can retaliate, run to cover.
then
avoid
a
Then
mechs. You want to inflict more damage on your opponent inflicts upon
you.
4. Your range will generally be longer then your opponents.
Use this to your advantage. Soften up their armour before they can put
up a sufficient response.
NOTE: Assault Vehicles should use caution before entering slugfest combat.
Since all it takes is a bad roll on the hit location table to kill it, you
might want to take less in your face action.
The Unarmoured Infantry Law
Infantry have many disadvantages and a few advantages. The point of this
law is to use the advantages to the fullest and to reduce the
disadvantages.
1. Cover is REQUIRED!
Never ever have your infantry in the open when there is an enemy unit
in range of your unit. ONLY take your infantry out of cover when there
are no units that can fire upon you. This is a law without any
exceptions. Getting hit with double damage sucks big time.
2. Abushes are Effective
Infantry are units with no match when it comes to ambush. When you can
set your infantry up in such a manner DO SO, It increases infantries
effectiveness immensely!
3. Retreat is Impossible, Try Hiding
With unaided infantry a retreat is impossible. When in a situation
where retreat is required, have your infantry hide in some heavy cover
until the front ether gets pushed back or passes the infantry. When
most of the units are gone your infantry can march to where they are
going without getting slaughtered. If you have infantry transport
vehicles, retreat is possible.
4. Do Not Send The Good After The Bad
When infantry is in trouble, never risk any other unit to try to save
them. Infantry can save infantry but do not use mechs to save them.
Mechs cannot be replaced very easily, infantry can. The only exception
to this rule is if you were planning to attack anyway.
The Elemental Law
Elemental are much better then regular infantry, but they still suffer from
some restrictions. To make effective use of infantry follow these
guidelines.
1. Elementals Need Support!
Elementals are only useful when supported by mechs or else when
fighting vehicles or infantry. Even a star of elementals cannot kill 1
mech when unsupported. When backed up by some mechs they become a
small threat that pilots cannot ignore.
clan stars.
Lance Type
| Suggestion Lance Composition
________________|_____________________________
Recon
| S,S,S,KL (+KL)
________________|_____________________________
Light Hunter
| S,KL,KL,FS (+KL)
________________|_____________________________
Riot Suppress | S,KL,KV,KI (+FS)
________________|_____________________________
Fire Support
| FS,FS,FS,CS (+FL)
________________|_____________________________
Main Battle
| FL,FL,CS,CS (+FL)
________________|_____________________________
Mixed Battle
| FL,FL,CS,FS (+CS)
________________|_____________________________
Assult Battle | PG,PG,FL,FL (+FL)
________________|_____________________________
Legend:
S: Scout
KL: Light Mech Hunter
KV: Vehicle Hunter
KI: Infantry Hunter
FS: Fire Support
CS: Close Support
FL: Front Line
PG: Point Guard
BATTLETECH TO-HIT CHANCE TABLES
This section has the tables for all the to-hit rolls you can make. Knowing
what your chances of hitting an opponent are can help you to decide if it
is worth firing your last AC round.
Table of Contents
1. To-Hit Chance
2. Location hit chance:
1. Normal
2. Punch
3. Kick
--------------------------------------------------------------------------To-Hit Chance Chart
This chart simply tells you what the chances of hitting an opponent are
when you have to roll a given number.
Number | % Chance| Fraction Chance
________|_________|________________
2
| 100%
| 36/36
3
| 97%
| 35/36
4
| 92%
| 33/36
5
| 83%
| 30/36
6
| 62%
| 26/36
7
| 58%
| 21/36
8
9
10
11
12
|
|
|
|
|
42%
28%
17%
8%
3%
|
|
|
|
|
15/36
10/36
6/36
3/36
1/36
Through Internet
Evan Jones,Macremote
Through Onenet
What do you think? I would like to hear YOUR opinion on the guide. Any
additions? Any new additions to the guide (new sections, additions to
sections, what you would like to see, etc etc) are also welcome. Do you
want to be a beta reader, and have your input form the next release of this
guide? Please, contact me.
Credits:
I would like to give a big thank you to my contributers/beta readers, Jon
Bezeau (Jonboy!), Lander Williams and Gary Kramer. Without thier input and
comments, this guide would be a mess and have MANY holes in it!. I would
also like to thank Joshua Damon Bradley, for a message that he posted on
tactics to RGM, and that I found on some webpage somewhere. That text was
the best thing on tactics I have ever found. It inspired me to create this
guide, Thanks Joshua. Lastly, I would like to thank everyone on RGM, and
everyone who has a battletech webpage. If RGM wasn't out there, I wouldn't
have done this, and you guys also gave me some tactic tips.
WANTED:
Do you have a GREAT trick that always gets people, at least
around? Do you want to share it? If so, WE WANT YOUR TRICK!
Evan Jones at the address above. A trick is simply a little
be done if the conditions are right, and helps you out. The
trick.
If you have 3 mechs against 1 mech, next time your team wins initiative,
arrange your mechs in a triangular pattern, facing inward, with the enemy
mech in the middle. This way, if the enemy turns toward one of the mechs,
two are always firing at the back. If you lose initiative, just back up the
mechs so the triangle is bigger, hopfully so the enemy can't get out of the
middle. This trick works wonders with locusts.