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Classic Battletech Total Warfare

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The product of more than twenty years of gaming experience, Total Warfare presents the rules of the BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact on the deadly battlefields of the thirty-first century appear in a unified rules set: from BattleMechs to ProtoMechs, Combat Vehicles to Support Vehicles, infantry to aerospace fighters and DropShips. Interwoven and meticulously updated, Total Warfare provides the most detailed and comprehensive rules set published to date for BattleTech - the perfect companion for standard tournament play.

While the rulebook is still slim compared to the full rulebook (Battletech: Total Warfare is the full rulebook, as there are a whole bunch of different rulebooks that can confuse a beginner) it covers mech on mech combat nicely, with close to the full rules. Certainly you have everything you need to play, with two lances of mechs, a map, the record sheets for mechs with variants for many of them, and rules complete enough to be a satisfying Battletech experience. Hyperpulse Generators: Known as HPGs for short, these employ the same fictional Kearny-Fuchida principles as jump drives, but instead of moving starships they transmit data at faster-than-light speed. Their range is up to around 50 lightyears, and messages are usually bundled and sent out in certain intervals (as opposed to continual transmission, which is also possible but rarely used). A communications network of HPGs was established that survived the downfall of the Star League and now marks the boundary of the Inner Sphere. The HPG network is generally associated with ComStar who exclusively operated it and evolved into a religious body over this. Commando-2D– The Command has an SRM-6, SRM-4 and Medium Laser, making it much more heavily armed than the Locust. Heavier than the Locust, the Commando has less armour and speed, both of which help keep light mechs alive. Medium Mechs Published in 1989, BattleTroops is focused on infantry-based small unit actions in the BattleTech universe; this would later be expanded by ClanTroops in 1991. While other units, such as BattleMechs, vehicles, battle armor, and artillery, could be included, the focus was primarily on infantry combat. Unlike standard BattleTech, wherein an infantry squadron would be represented as a single unit, in BattleTroops each infantry member was individually represented and controlled. Interwoven and meticulously updated, Total Warfare provides the most detailed and comprehensive rules set published to date for BattleTech—the perfect companion for standard tournament play. Who is This Book Intended For?Welcome to the BattleTech Master Unit List. Since even before Total Warfarewas first published, it has been our goal to provide BattleTechfans with a comprehensive list of game units and their corresponding Battle Value. Successors of the self-exiled Star League army, the Clans developed into a culture of genetically engineered superwarriors in deep space and eventually returned to invade the Inner Sphere in 3049. Although they share the same culture, they are heavily factionalized and essentially independent from each other. From the original 20 Clans, only 7 are known to still exist by the Dark Age.

The main mistake players make is trying to make their games too big too early. Lance vs lance is fine, 2 lances vs a clan star is a big game size, and beginning players fielding light lances against each other is absolutely fine. You aren’t missing out using mechs under 60 tons, playing on a map with a decent amount of terrain, and playing a game of ambush and maneuver. In fact you’ll learn a lot playing with mechs where you have to actively manage heat, hug cover, and play tactically. Mechs aren’t Warlord titans (as evidenced by the fact that Battletech and Adeptus Titanicus is roughly the same model scale) so you don’t have to play them that way. Communist Chinese/Soviet Union cultural template. A vain state of relatively few worlds but with a large population, weakened from a long string of military defeats and territory losses. Relies on nefarious scheming and notoriously ineffective secret operations. Hamstrung by communism and rampant paranoia. Described as cunning and dangerous in the initial setup, but depicted as irrational villains in subsequent publications. Almost destroyed in the Fourth Succession War, the Confederation saw a fantastic rebirth and went on to become one of the most powerful factions in the Dark Age era. Vindicator-1R– A lighter mech than the Griffin, it carries a PPC, LRM-5, Medium Laser, and Small Laser. It has slightly less damage at range, but will do more up close, and has slightly less armor than the Griffin. To make up for it the pilot of the Vindicator is more skilled, so you’ll be landing more of those shots. Names given are Inner Sphere designation (Clan designation) because giving every Clan mech two names just makes things simpler.Puma (Adder)– The Puma has two Extended Range (ER) PPCs, a Targeting Computer, and a Flamer. This is a 35 ton mech armed with as much long ranged punch as a lot of medium or even (at 3025 level) heavy mechs, while still retaining the speed of a light mech. It pays for it in points, costing as much as some Inner Sphere assault mechs. A short-lived unified realm of Houses Davion and Steiner. Conceived through the marriage of Hanse Davion and Melissa Steiner, the Federated Commonwealth technically came into being only when Victor Steiner-Davion inherited both realms from his parents. It collapsed in a highly destructive civil war when Katherine Steiner-Davion attempted to usurp power from her brother Victor, and reverted to its two separate founding nations. If you enjoy playing the BattleForce game included in the Interstellar Operations: BattleForce book, you may find these counters useful in your games. Basic Counters The rulebook covers the non-advanced rules for battletech, and you could add Mech Record Sheets from outside the box for the Succession Wars period without necessarily encountering many problems. The game is really the 3025 default that has been the core of Battletech forever. Conclusion

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