I've written a set of rules that replace BattleTech. Why would I do
such a foolhardy thing? Here I'm planning to write a bit about what's
wrong with BattleTech. In the next part, I'll describe how I tried to
fix it.
One of BattleTech's core problems is the speed of play. The detail is
great, but it leaves you spending ages over each turn, and this
problem increases the more forces you have on the board: it's fair
enough to have an O(N) effect, but it feels more like O(N²). (If each
of us has four units, I have to think about your four units each time
I'm choosing which of mine to use.)
Combine with that the order of turns, which feels terribly
old-fashioned and clunky to me: we each take turns to move, then we
each take turns to fire.
While I admire the simplicity of the base game, I think it suffers by
being too slender a reed to carry the weight of all the additions that
have been made since. There's nowhere to wedge in morale, or
leadership qualities. 'Mech combat should feel like something special:
the power of armoured vehicles, combined with the immediacy and
adrenalin of infantry actions.
The next problem is that I feel sometimes like a dice-rolling engine.
It was playing MegaMek that really brought it
home to me: once you've chosen weapons and targets, you have no
further input until the record sheets are filled in and it's time to
fire the next unit. But there's all that complexity and die-rolling!
Multiple weapons with multiple to-hit numbers have to roll to hit,
then there's the cluster hit table, hit locations, ticking off armour,
rolling for possible criticals, rolling for critical locations...
yeah, the detail is nice, but when it's all random what does that
detail really serve?
I'm not enamoured of the attritional approach to damage, where you're
gradually scraping off armour until you expose something vital. Real
tank combat is rather more like OGRE, in that the target ends up in
one of three states: unaffected, temporarily disrupted, or a burning
wreck.
So what's good about BattleTech? What do I want to keep, rather than
going and playing Heavy Gear?
First, it's the unit designs. I have a lot of nostalgia for those
original, improperly-licenced, 'Mechs, like the Shadow Hawk and the
Rifleman. Second, it's the setting, the complexity of the Succession
Wars, with no clear good guys in a gradually decaying society. I've
ranted elsewhere about the way
I felt that was betrayed by the coming of the Clans.
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