Terrains
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The Wall
Dropship
Jumpship
Mike's Mountain
Stanfill Hill
GraphX II
Desert
The Towers
Chiron Beta Prime
Black Asteroid
Round Asteroid
Figure Eight
Volcano
Dual Level
Caves
AWOL
 

Playing By The Rules... Mostly.

This is the page where I basically belly-ache about something I have only limited control over, FASA's dumb-ass rules for Battletech, circa 1987-1997. Generally speaking, I was always a firm adherent to FASA's rules no matter what. House Rules generally made less sense and always resulted in massive confusion, and the occasional fist-fight, at gaming conventions. Any variations of the rules in my group were generally logical extensions of what FASA already provided, not fabrications from whole cloth. More on that in a minute.
Dumbness

Levels
The primary problem I had with FASA's rules was that they considered the Battletech environment to be no more than a cartoon reflection of the real world. It was basically limited to only two dimensions, height and width, and gave only the shortest of shrifts to the Z axis. For example:

Two mechs are standing in adjacent hexes, one is at Level Zero and the other is at Level Three. As anyone who understands the game would know neither unit requires a to-hit modification despite the difference in their respective elevations. This was never a problem using FASA maps as they never offered a level difference greater than five.

Now consider again those same two mechs, except now one is at Level One and the other is at Level Three Billion (or Level Infinity Plus One, for that matter). By FASA rules they could shoot at each other all day with Small Lasers. This bonehead rule made playing on custom maps featuring entertainingly different level changes a rather surreal event.

The logical thing to have done would have been to taken the level difference between units, divide it by two, round it down, and then add the result to the distance. I never implemented such a sensible scheme because it was clearly a new and complicated set of rules and my group just didn't do that.

Partial Cover
This one is REALLY stupid, as you can see by this example:
On the left is a 'mech receiving damage from seven weapons. On the right is the same mech if it was standing behind a Level-One bit of terrain. Obviously the weapons that struck the legs would hit the intervening terrain. By this logic you should be able to use the +3 upper-body modifier any time you wanted.

But wait! There's more stupidty! How much of a Flea is going to be visible above a 1-level  rise versus an Atlas? Answer: None. This rule is clearly designed to make the game shorter, not smarter. That's bad game design, folks.

The Partial Cover rule should be altered to reflect my example. I.E. all hits to the legs should be dismissed entirely if hidden by terrain. If a Mech is in water, apply full damage as a little water isn't going to stop 30th century targeting and weaponry.
(Flamers, Infernos excluded. In which case use my modified Partial Cover rule, with leg hit being a clear miss.)

As for smaller 'Mechs, you could house-rule the hell out of partial cover to make the game more interesting. For example, something like a Jenner would only expose their head and shoulders from behind a piece of level-one terrain, meaning they could stand and pop off SRMs and laser fire from relative safety. A new movement like Kneel would allow larger 'mechs to similarly crouch and snipe.

Snake Eye/Boxcar Critical Rolls
FASA's Boxcar/Snake Eye critical rolls were definitely instituted to shorten the game and to give a slight advantage to new players. But, as I've often said, even a chihuahua could win a game of Battletech as, by random chance, it could roll 12's as often as an advanced player. Hilarious.

My work-around for this aggravating rule was to have my players re-roll To-Hit results of 2 or 12. If, however, they rolled either of them again, the result stood and they got their chance at crit damage. It's fate, baby.

Punch/Hit
Two mechs stand toe-to-toe and because of this they are allowed to roll 1D6 to see if damage from successful punch or sword attacks contact the mech's head. Meanwhile, their laser systems are somehow so wildly inaccurate, at fifteen whole feet, that they must use 2D6 to determine normal location damage. That...makes...no...sense.

The game is simply too crude for aimed shots or any kind. Mechs making arm-based physical attacks should roll 2D6 to assess damage, re-rolling if the result is a leg. Simple.

And then along came triple-strength myomer, which completely ruined the game as Medium mechs could take out an Assault with one punch and a lucky crit roll. Thanks a heap, FASA.



Others
These three areas represented only the high points of my dissatisfaction as there were many other silly rules to contend with, but those were the ones most responsible for sucking all of my joy out of the game.


Smartness

This section covers measures I took to make the game more fair and enjoyable for all involved.

Mechs
Our group never used tonnage constraints when picking mechs in our games, as many other groups would. It may sound strange but, believe it or not, we always saw a wide variety of classes and tonnages on the board.

One of the reasons was because I allowed each of the players in my system to build four custom mechs, one from each class. This included ALL of the new technologies (except Clan or LAM) which led to some interesting designs. Like the one guy who built an Assault-class mech with something like 20 Medium Lasers and 20-30 Thunder missiles. It was a one-shot kill mech like no other. He'd shut down for one turn but usually took out his opponent first. It was a very unfortunate mech to run into in cave scenarios.

Pilot Improvement
Having a FASA sanctioned way to improve your pilot was the main reason our games worked so well. One of the rule books states that players could advance in skill level with each four opponents they killed. We loved that idea and ran with it thusly:

(1) With each four kills a player received a -1 bonus to either his To-Hit or Piloting skills. Of course, when a pilot was killed he lost all of his accumulated kills.

(2) If a player knew his To-Hit charts by heart he automatically received  -1 Piloting bonus. This encouraged players to learn their hit charts and meant the the Firing sequence could be handled by the players themselves rather than by a game master. Turns went much faster this way.

(3) Players could accumulate Points in games, with each 100 points affording the same benefit as a kill. Points were accumulated by performing some specific task, like being the first one to destroy a power grid or stealing a data cassette. This gave our Snatch-and-Scram scenarios a bit of purpose. More often than not, the entire team would win such points, too, as it ensured a team effort.

(4) I also gave players a free and permanent -1 bonus for each hundred games they played in my system. Experience and devotion deserves a reward and we had several "Centurions" in the group. I, myself, had played over 300 games in the system but never used the bonus as it would have been grossly unfair. This rule was a bit unfair to new players but them's the breaks.

(5) We also used what we called Experience Points, developed purely to inject a little realism. For practicality's sake, players could only rebuild their custom mech after it had been destroyed, but the longer they played the same mech AND stayed alive they received bonus points for that particular mech. In essence, the more they played the same mech, the better they got at using it. This point system was skewed to favor lighter mechs mainly to encourage their use. It worked like this:

Points awarded per game
Light Mechs, 25 points
Medium Mechs: 20 points
Heavy Mechs: 15 points
Assault mechs: 10 points


You could then trade each 100 Experience Points for a -1 bonus to either Attacks or Piloting. This is one of the major reasons the field was seldom populated by Assaults alone.

Once a pilot (not the mech but the pilot) was killed he lost his accumulated Experience points for that particular mech. He also lost his accumulated Kills, too.

This approach to mechs/pilots allowed the players to invest subtle nuance into their tactics, instead of just brute force.

Movement
I always thought the standard initiative method of movement was unfair and unrealistic so I developed some new ways to move mechs, which also had the happy benefit of speeding up the game.

The best technique was Simultaneous Movement. Every player grabbed his mech and on the game masters command of "Move" would expend one movement point simultaneously, repeating the process until all MP's had been expended. We allowed use of the the Careful Aim rule so some players would not move at all. This meant that the slow mechs ran out of Movement Points long before the faster mechs, which could then perform encircling maneuvers, just like real life. Neat, eh?

The other technique, which was used very little, could only be used on maps with numbered hexes. Each player would secretly write in their turn sheets the hex number they'd end their turn in and which way they would be facing, then we'd all move our mechs at once. It was fast but unrealistic. On the occasions two mechs ended up in the same hex it resulted in unintentional physical attacks, I.E., Charges and DFA's.

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