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Battletech, QnA, and info topic.

 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sat Apr 28, 2012 10:48 pm 
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Frosthammer wrote:
let see if i can help...this is what i know at this stage of life :)

Frosthammer has got most of it.

Wizkids (not WOTC as someone stated earlier) picked up the BT licence and released the collectable clix game Mechwarrior Dark Age- plastic figures roughly scaled to approx 10mm. Game set some 60 years after previous storyline. Wizkids got taken over by Topps who carried on releasing Mechwarrior figures, with 2nd edition before ceasing all production.

Fanpro used to continue releasing Classic Battletech products underlicence from Wizkids. When they revamped the core CBT rulebooks, the first one, Total Warfare, was under Fanpro badge.

I forget what happened to Fanpro but they morphed into Catalyst, with IIRC the same people involved. As Catalyst they introduced an Introductory Box Set (with 24 cheap plastic mechs) and then carried on releasing core rulebooks with Tech Manual, Tactical Operations and Strategic Operations, plus RPG "A Time of War". Plus Technical Raed Outs, Record Sheets, Hexpack terrain and Housebooks/era reports.

The rules are essntially the same as before. If you know how to play the old FASA rules then you know how to play Battletech! What the new rules do is give more clarifications and explanations of how variours rules interract. If you want to play with just Mechs then you can stick with the 65 pagee Introductory rulebook (that is also available as free to download from Catalyst website). You only really need the 300 page Total Warfare book if you want more detail or want to add vehicles/infantry.

To be honest we tend to play using the Introductory Rulebook, only referring to the other corebooks for reference.

Re the plastic mechs in the Intro Box Set, I would say their detail is maybe slightly better than the old CityTech plastics. I paid £25 for my first Intro Box Set- I think that is good value as you get Intro rulebook, record sheets for all 24 mechs plus the mechs themselves. That is effectively less than £1 per mech- excellent value.

I liked them so much I bought a second set so that I could paint up 2 opposing forces. They do paint up well. If you don't want them then feel free to send them to me- I'll cover your postage!!

As has been commented the 2 plastic Omnimechs, Thor and Loki, are of better quality and are made with a different grade of plastic. It would be amazing if all their plastic mechs could be made to that standard but then you would pay for it.

The metal figures have passed from Ral Partha to Ironwind. They still make many of the old classiss but have continued releasing new minis for different time periods. Not all of their scuplts are to my taste but there is a huge range of styles which should appeal. Ral Partha Europe have the UK licence- I have bought most of my figures from them to avoid being hit for customs charges or transatlantic postage costs.

I will say that the new Intro Box Set and Total Warfare both look amazing- great production values- full colour and lots of pictures of gorgeous painted minis and terrain. If you have the old rulebooks/TRO's then you don't absolutely need to buy them but I still think they are worth it.

My favourite of Catalyst releases is Starterbook: Sword and Dragon. One of 2 Starterbooks released so far giving you background to Davion/Kurita war o0f 3039 and some neat campaign rules. My next Battletech purchase is one each of new Hexpacks (durable thick glossy colour hex maps with additional hex tiles for variety of terrain- so far Cities and Roads, and Lakes and Rivers IIRC).

Cheers

James

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sat Apr 28, 2012 11:32 pm 
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This gent is has some really nice battletech mini's for an expensive price..... Or are they battletech mini's...
http://www.ebay.com/itm/1987-RAL-PARTHA ... 19cfad73b1


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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 1:58 am 
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Fanpro lost the licence to Catalyst - from memory Fanpro and Catalyst didnt have the same ppl involved at the management level...Catalyst is made up of a core group of writers for the game that have been around for many years...

for my gripes about the plastics in the current intro box i would definitely recommend the box to players (the box set help me pick up some older mech designs i was missing from my collection but unwilling to fork out for a metal - cause they is ugly!), not only for the price per mini but also all the other stuff u get in the box as wargame_insomniac mentioned...

the current rulebooks are high quality with nice fluff pieces included but poorly laid out - sticking to the rules in the box set is a good idea as less complicated and u dont have to switch between rulebooks when checking on equipment rules...

have to agree with the comments about Vaaish's old plastics - he does amazing work and they just look fantastic - u hardly know they are the old plastics :)

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 5:49 am 
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So a couple more informative questions if you guys can help me here. I know i am interested and some others may be interested in the mechwarrior role-playing that is currently available, and does it cross over to the board game well? I am running a pathfinder game right now and am looking for something different to run my group in after. I was thinking pre clan invasions small lance doing practice manuvers when an enemy invasion hits. They get stuck planet side and pretty much abandoned by their superiors telling them to fight to the last. This leaves them with the choice to charge forth or try and survive. Do they hate their commanders for leaving them, and turn mercenary fighting for the highest bidder. This would pretty much make them hunted men and women adding more to the story i could spin. Or would they be the stalwart hero's that go underground and fight a guerrilla war hampering enemy efforts? Eventually stealing a ship and leaving the planet. I was thinking since i have 4 players in my current roleplaying group that i would say that one would have to be an aerotech pilot, 2 light mech pilots and a tank commander. So they could fill different roles and make it more flavorfull.

I'm sure i could force it to be compatible somehow, but it would be nicer if they where easier to cross over into eachother. Has anyone per chance tried to RP game of mechwarrior, and if you have where you happy with how it played?

Thanks,
Blind-


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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 7:01 am 
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The board game and RPG are fairly distinct systems, to be honest. From my perusal of the system, it's pretty interesting, allows for a lot of possibilities, and oddly may not lend itself that well to fighting in-vehicle battles. Of course, at that point, you can just use the CBT rules.

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 11:51 am 
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u can run Mechwarrior as a normal RPG and then use CBT for the battles...i havent been through the new RPG rules but in previous editions there were rules to convert RPG PCs to tabletop pilots...fairly easy from memory...

based on previous experiences we found it better to have an all mech unit to start with, especially with new players to both systems...

btw, i love the idea for ur campaign :)

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 9:02 pm 
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Frosthammer wrote:
based on previous experiences we found it better to have an all mech unit to start with, especially with new players to both systems...

btw, i love the idea for ur campaign :)


I'll have to keep that in mind, although i really like the idea of one person being able to fly and bring in air support. This would allow the players to hijack all kinds of cool stuff, like helicopters, and the smaller 4 mech drop ships. Plus the tank driver would round out the crew and give them more available, i would allow all of them to cross train so they could fill multiple rolls aswell.

Thanks i thought the campaign would be a fun idea, hell maybe they think i won't kill them and theyll charge at the enemies in their light mechs. That would be interesting as i'm not afraid to kill PC's that think they are invincible.

Blind-


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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 10:01 pm 
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Frosthammer wrote:
u can run Mechwarrior as a normal RPG and then use CBT for the battles...i havent been through the new RPG rules but in previous editions there were rules to convert RPG PCs to tabletop pilots...fairly easy from memory...

based on previous experiences we found it better to have an all mech unit to start with, especially with new players to both systems...

btw, i love the idea for ur campaign :)

Thats what we have done. For both Inner Sphere and Clan campaigns.

We had 4-5 of us as PC's so it worked nicely as a Star/reinforced lance. The DM was controlling any NPC and mechs. Once we got into combat we switched from RPG into CBT.

Good fun.

James

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 10:06 pm 
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Blindhorizon wrote:
Frosthammer wrote:
based on previous experiences we found it better to have an all mech unit to start with, especially with new players to both systems...

btw, i love the idea for ur campaign :)


I'll have to keep that in mind, although i really like the idea of one person being able to fly and bring in air support. This would allow the players to hijack all kinds of cool stuff, like helicopters, and the smaller 4 mech drop ships. Plus the tank driver would round out the crew and give them more available, i would allow all of them to cross train so they could fill multiple rolls aswell.

Thanks i thought the campaign would be a fun idea, hell maybe they think i won't kill them and theyll charge at the enemies in their light mechs. That would be interesting as i'm not afraid to kill PC's that think they are invincible.

Blind-

Never played it with vehicle commander or aerospace pilots as PC's. We did have an Elemental PC when playing a Clan Wolf RPG campaign. As we had mainly Omni-Mechs it did nt slow us down at all as we were able to carry him and the rest of Elemental Star.

If a player wanted to be a tank commander that could work. Would nt appeal to me personally as mechs are more fun but each to their own.

Cheers

James

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 10:16 pm 
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Blindhorizon wrote:
So a couple more informative questions if you guys can help me here. I know i am interested and some others may be interested in the mechwarrior role-playing that is currently available, and does it cross over to the board game well? I am running a pathfinder game right now and am looking for something different to run my group in after. I was thinking pre clan invasions small lance doing practice manuvers when an enemy invasion hits. They get stuck planet side and pretty much abandoned by their superiors telling them to fight to the last. This leaves them with the choice to charge forth or try and survive. Do they hate their commanders for leaving them, and turn mercenary fighting for the highest bidder. This would pretty much make them hunted men and women adding more to the story i could spin. Or would they be the stalwart hero's that go underground and fight a guerrilla war hampering enemy efforts? Eventually stealing a ship and leaving the planet. I was thinking since i have 4 players in my current roleplaying group that i would say that one would have to be an aerotech pilot, 2 light mech pilots and a tank commander. So they could fill different roles and make it more flavorfull.

I'm sure i could force it to be compatible somehow, but it would be nicer if they where easier to cross over into eachother. Has anyone per chance tried to RP game of mechwarrior, and if you have where you happy with how it played?

Thanks,
Blind-

Campaign sounds cool.

We played an Inner Sphere reinforced lance. Mercs pre 3025 caught up in Marik Civil War. The Civil War idea could be an interesting plot point as it makes the players more uncertain as to which side they are on. Less cut and dried then 2 opposing Great Houses.

The only thing I would change is don't force the players to take a tank or aerospace- give it to them as an option.

Cheers

James

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 10:38 pm 
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wargame_insomniac wrote:
Blindhorizon wrote:
So a couple more informative questions if you guys can help me here. I know i am interested and some others may be interested in the mechwarrior role-playing that is currently available, and does it cross over to the board game well? I am running a pathfinder game right now and am looking for something different to run my group in after. I was thinking pre clan invasions small lance doing practice manuvers when an enemy invasion hits. They get stuck planet side and pretty much abandoned by their superiors telling them to fight to the last. This leaves them with the choice to charge forth or try and survive. Do they hate their commanders for leaving them, and turn mercenary fighting for the highest bidder. This would pretty much make them hunted men and women adding more to the story i could spin. Or would they be the stalwart hero's that go underground and fight a guerrilla war hampering enemy efforts? Eventually stealing a ship and leaving the planet. I was thinking since i have 4 players in my current roleplaying group that i would say that one would have to be an aerotech pilot, 2 light mech pilots and a tank commander. So they could fill different roles and make it more flavorfull.

I'm sure i could force it to be compatible somehow, but it would be nicer if they where easier to cross over into eachother. Has anyone per chance tried to RP game of mechwarrior, and if you have where you happy with how it played?

Thanks,
Blind-

Campaign sounds cool.

We played an Inner Sphere reinforced lance. Mercs pre 3025 caught up in Marik Civil War. The Civil War idea could be an interesting plot point as it makes the players more uncertain as to which side they are on. Less cut and dried then 2 opposing Great Houses.

The only thing I would change is don't force the players to take a tank or aerospace- give it to them as an option.

Cheers

James


I like the civil war aspect... except i think i'll spin it that their commander doesnt tell them they are in a civil war. But that they are being invaded, and they have to find out about the civil war through interogation and all that stuff. I was also going to work it so that as they are moving along the clan invasion pops off and they find themselves in a three way battle at some point fighting for survival.

Did you use the current gaming books for your campaign WI?

Blind-


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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 10:47 pm 
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from memory there is a old 80s grey death leigon paperback book (mercenary star i think) in the battle tek universe with a good guerilla campaign in it with both infantry & mech engagements

possibly worth a look

PAR


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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 11:21 pm 
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PAR wrote:
from memory there is a old 80s grey death leigon paperback book (mercenary star i think) in the battle tek universe with a good guerilla campaign in it with both infantry & mech engagements

possibly worth a look

PAR


Awesome! good looking out PAR i will look around for that book, is it a novel, or a supplement?

Blind-


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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Sun Apr 29, 2012 11:49 pm 
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Blindhorizon wrote:
I like the civil war aspect... except i think i'll spin it that their commander doesnt tell them they are in a civil war. But that they are being invaded, and they have to find out about the civil war through interogation and all that stuff. I was also going to work it so that as they are moving along the clan invasion pops off and they find themselves in a three way battle at some point fighting for survival.

Did you use the current gaming books for your campaign WI?

Blind-

Sounds good Blind. Keep em in dark and let them find out slowly.

We used the current CBT rules but the old RPG- Mechwarrior. I have heard good things about the new RPG "A Time of War" although have nt played it myself. We just stuck to the rules that we had rather than buying new ones. No point in learning whole new set.

Most of the gaming group had either played the old version(s) of CBT or were totally new to game. Once they got the basics of moving and shooting then we did nt need much else. Both our GM's tried to get a balance between roleplaying and blowing stuff up. Ideally we got to do a bit of each in every session. Mind you there are times when it just fun running and shooting stuff!!

Cheers

James

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 Post subject: Re: Battletech, QnA, and info topic.
PostPosted: Mon Apr 30, 2012 11:36 am 
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PAR wrote:
from memory there is a old 80s grey death leigon paperback book (mercenary star i think) in the battle tek universe with a good guerilla campaign in it with both infantry & mech engagements

possibly worth a look

PAR


its a classic BT novel (part of the Grey Death trilogy-2nd book in the trilogy) but i am guessing its gonna be hard to find and if u do it would be expensive to buy....hopefully someone you know might have a copy...not sure if there is an ebook version of it yet...alot of the old novels are being converted to ebooks...

-----

have to agree, let players pick being treadheads or air jocks only if they want...i have been in a campaign where there was armour & mech PCs and it could be tricky to have balanced games with mixed units...

also with the idea of having an airjock that can multirole to use multiple types of air vehicles, u have to remember that each type of air vehicle will require a different skill...thus u will have someone who is a jack of all trades but master of none...can be frustrating for a PC - always better to specialise in vehicles types, especially as low level characters...

anyhoos - best of luck with it, whatever u choose to do :)

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