Starting Battletech

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BattleTech
Wargame published by
Catalyst Game Labs
No. of Players Billions
First Publication 1984
Essential Books Total Warfare or The BattleMech Manual


Battletech is a detailed, all-encompassing game(or family of games) focused on 31st-century warfare with massive machines known as BattleMechs. Check out the game's main article for more information on the game itself and the setting. However, since the game has been in production in one form or another since 1984 and has amassed a good 1200 years of fictional history in its timeline, it can be pretty daunting for a new prospective player. This page will be your humble guide on a journey, where the end point is giant robots tearing each others' limbs off and beating each other with them. Should be fun.

As a quick note, this guide is only concerned with the Classic Battletech game system, and not the simplified spinoff Alpha Strike.

Basic Principles

If you're on this website, you're probably familiar with other wargames. Battletech behaves pretty differently from most of them.

  • The biggest difference is Factions. Most wargames require the player to choose a faction, such as the Orks in Warhammer 40k or the Empire in Star Wars: Legion, and those factions determine special rules and your access to units. Battletech doesn't do this - any player can use any unit and there are no faction rules. There are varying factions in the fluff and story, but these generally aren't reflected in gameplay. Some mechs are most used by specific factions, such as the Draconis Combine preferring the Panther, but captured units and battlefield salvage can justify any faction using any mech.
  • The next major difference is the level of detail. Battletech is light on abstraction. Rather than units having rough Hit Points, you track the individual subsystems of the mechs, such as their gyros and limb actuators, and you track individual shots worth of ammo. This level of detail requires less models on the field - a normal game will have four mechs per side, and a huge game will have twelve.
  • No What You See Is What You Get. You don't actually need to use the right miniature to represent a mech. You could use a different miniature, a paper cutout, etc. All it really needs is to have a defined front and fit into one of the hexes on the board.
  • Battletech has an evolving timeline. Every unit in the game has a year it was introduced, and individual pieces of equipment are the same. As a general rule, 3015 is the least advanced time period, and more advanced technologies are introduced as the timeline progresses, with the "current" of the timeline being set in 3151. Players generally agree on a time period or specific year when setting up a game. Generally, the majority of groups either play in the 3020s or 3050s, the Succession Wars or Clan Invasion eras.
  • Every mech has multiple variants. To match with the advancing technology and fit them into the various factions' preferences, every Mech has multiple variants with different equipment and weapons. These can be simple changes, like swapping a targeting computer for a laser, or radical rebuilds that essentially make the mech a different machine entirely. What this means is that a given miniature can be many different units for you, changing to fit your tastes, your faction, and the time period you're playing in. There are also "Omnimechs", which can hot-swap between various configurations instead of being built as one.

What To Buy

There's a few different ways to get into Battletech. As of this writing, the best way is probably the A Game Of Armored Combat box set. Retailing at $60 USD(and easily available at Barnes & Noble if you're in the states), the AGoAC box is a complete game experience for two people. The eight mechs included easily split into two Lances of four mechs each(and most of them are both iconic and reasonable for use by any faction). The box includes two full map sheets(the standard number for a 4v4 game) and the box includes rules, dice, background info, and everything else you need.

The second choice, if you prefer to dip your toes in for pocket change, is the Beginner Box. A miniature version of the above. Two mechs, one map sheet, and the quick start rules. Mostly notable for currently being the only box where you can get the Wolverine in plastic.

The third choice is the Clan Invasion box set. This one is theoretically considered an expansion to A Game of Armored Combat, but since it includes a pair of mapsheets and a decent number of models, it's not a bad starter if you want to play the clans. Clan Invasion naturally introduces the Clans and their more advanced technology, including power armor. It also includes the Mad Cat, one of the favorite designs of the franchise. Just a note, if the Clans sound appealing to you, understand that you'll pretty much always be outnumbered. Thanks to their skilled pilots and advanced technology, a "Star" of five Clan mechs is balanced against an entire company of 12 Inner Sphere mechs.

It's highly recommended that you buy at least one of the above - you'll want the paper fold out mapsheets, unless you're playing hexless Battletech, in which case you'll need a bunch of terrain, and AGoAC and Clan Invasion both give a lot of good iconic mech designs.

Core Rules

After you've picked out your starter, you'll want to look into rules. AGoAC contains a condensed version of the core rules, but the Beginner Box only has the simplified Quick Start rules, and Clan Invasion doesn't have core rules at all. Whichever you get, the next recommended purchase is the BattleMech Manual. This is a complete rulebook with everything you need to do Mech Vs. Mech combat. It'll keep you going for a long time, until you decide to start adding other unit types. Unlike the other core rule option, the BattleMech Manual is concise and well laid out.

The alternate core rulebook is Battletech: Total Warfare. Total Warfare is theoretically the real core rulebook of the game, but it runs into one of Battletech's biggest pitfalls and virtues: its all encompassing nature. Total Warfare has the full rules for combined arms units - mechs, tanks, hovercraft, helicopters, infantry, and aerospace fighters, among others. Total Warfare is intended to work with the Tech Manual, and together they make a complete game experience.

What Next?

Once you've got your hands on your first few mechs, a map, and the core rules, you have to wonder, what next? Well, you COULD stop here. After all, you can use anything to represent a mech. But if you want more mechs, there's a few options

The first: Iron Wind Metals produces models for nearly every canon design in battletech. These models are metal, and some of the designs look rather dated, but for a long time, this was all there was for Battletech, and buying from IWM has the advantage of letting you pick out exactly the mini you're after from an enormous range. Generally, these models will average about $15 USD each. The second: Catalyst Game Labs, who also publish the Battletech books, produce a range of Force Packs. These models are plastic, from the same design team that did the models in all the core sets described above, and generally very high quality. The designs have a modern aesthetic that matches current art, and their proportions tend to be good. The big downside of buying from the Force Packs is that you can only buy from predetermined packs instead of picking and choosing. These packs run you around $6 per mech. The third: Etsy is absolutely full of people selling 3D prints of miniatures for battletech. The vast majority of these designs are ripped straight from the video games, particularly Mechwarrior Online and Mechwarrior 5. Up until AGoAC released, this was the only way to get decent, modern looking models, but with Catalyst's plastic boxes existing, the main utility of the Etsy stores is getting designs that haven't been converted to plastic and don't look good in their metal designs.