While I don’t often talk about my PC gaming experiences on this blog, it is and always has been my intention for this to be an all exclusive gaming blog. Today we are going to talk about League of Legends, a 10 year old MOBA that is without question the king of kings when it comes to the genre. Currently according to statistics released by RIOT games, there are over 100 million active players each month and on average 7.5 million players online 24 hours a day, 7 days a week , 365 days a year. It is among the largest MOBA game communities in E-sports today and that means that if you are are game reading this article, statistically speaking, you either have, do or will at some point be a player.
Over the next couple of articles we are going to dive into League of Legends. I have been a player since League of Legends launched nearly 10 years ago and I have had a lot of personal success with the game and buckets of experience. I have really enjoyed my time despite the often harsh community that forms around the game and in this article series I have constructed countless tips, tricks and lots of tid-bits of information less commonly known by league players. Consider this your guide to League of Legends from an old dog, whether you’re new to the game or an old veteran trying to climb the ladder of success.
The Basics Don’t Change
First and perhaps the most important thing most League of Legends players overlook and ignore are the fundamentals (the basics) of the game. I think it serves every League of Legends player, new and old alike to familiarize (or re-familiarize) themselves and remember the core fundamentals of League of Legends road to successful play, so I will list them here first before we get any deeper into this guide.
You cannot win alone No matter how good you are, no matter how well you play and no matter what you do in a match, its physically impossible for even the best player in the world, to beat, even the worst team in the world alone. Don’t let anyone ever fool you into thinking you can carry a game without your team or that somehow your fate is not intertwined with the rest of your team. This IS a team E-Sport from the core of its design and alone you will ALWAYS lose, period. You need your team, which means that they are on your side, they are your friends for the 30-45 minutes you are in a match together.
You can play well and still lose No matter how good you think you are (or actually are), no matter how well you play, there will always be people who play and are better than you. Make peace with it. This is a game of skill and your skill is your skill and everyone else’s skill is everyone else’s. You can’t expect players who are below your skill level to perform as good as you, nor can you expect to beat players who have higher skill then you. During matches you must accept your “real situation” as opposed to your “frustration situation” (more on those terms later).
Statistics Don’t Matter, Focus Does Your KD ratio, your win/loss record, your league rank or division, your farm.. forget about all of it, it’s totally and utterly irrelevant. The only thing that matters is your last game. Did you improve, did you discover something new about the champion that you just played, did you discover a new combo, did you make mistakes and were you able to identify them. If you are focused on your performance and strive to improve your actual play, your statistics will improve automatically. Don’t let the numbers get under your skin, focus on the matches, on your actions, on your real performance and strive to improve your play, your stats will improve as you do.
Play to your strengths, develop your weaknesses There is a tradition among League of Legends players, which is to speak about what your good at. I’m a good ADC with Ashe, or I’m great top with Tremele. All great and good, every player should play to their strengths, but League of Legends is a game with well over 100 champions, not the 5 you play. Knowing what champions can do, is a key element to understanding how to deal with them in game or benefit from them if they are on your team. As such, one of the key fundamental approaches to the game is to always be developing the weakest part of your game. Do you suck at support? Well then that is where your focus should be. Why? Because it will make you even better when you play to your strengths and give you a far broader understanding of the game.
You will lose with your mouth before you lose with your hands This is a big one. League of Legends is infamous for trash talk in game, in fact, to such a degree that RIOT themselves have done studies on player statistics and discovered what we all already know inherently. If you trash talk you will lose more games than if you don’t, in fact, 30% more. What that means is that when it comes to finding ways to improve your game, the most sure fire and direct way you can do that is to simply shut the fuck up. It’s that simple. Stop trash talking and you will win more games. It’s worth pointing out that if you statistically lose 30% more often, it is physically impossible for most players to win more games then they lose as the average win/loss record for a really great players is winning 70% of their games. So if you lose another 30% on top of that, you are flipped upside.
The Big Picture Strategy
Now that we have some of the basics outlined, it should be clear that most of the fundamentals have very little to do with strategy/tactics in game and more to do with mentality and approach to the game. Why is that? Simply put, when it comes to any sort of sport and League of Legends is a sport, E-Sport, but a sport non the less you must approach it like an athlete approaches his sport. Which is to say, you must focus on yourself. You cannot control what other people do, but you can control how you react to it and you can control your own approach to the game and this is the big picture and the point of the fundamentals listed above. More importantly however, is that the focus should be on practicing your craft, in this case, playing matches. Theory has its place but practice is everything which means that the Big Picture Strategy for League of Legends is Focus on yourself and practice.
That only leaves the question about how you should practice, after all, practice is a practical word, but to improve, you must have a strategy on how you practice. Simply playing a lot of games without direction will not improve your skills by much, in fact, what it will most likely do is result in you stalling your improvement as you develop habits. My advice to anyone, newbie and pro alike is to ensure, if you are going to apply strategy, it should be to the method and approach you use in how you practice, as opposed to what you practice, which brings me to the following list of 5 tips on how to practice.
Practice Tip 1: Focus on a personal goal When it comes to practicing something, it’s about repetition and ensuring that what you are learning becomes less a thought and more a reflex, but it can be very easy to get bogged down by the complexity of the many things one must think about in a match to be successful. As such, its best to enter a match with a definitive goal in mind in what you want to accomplish/practice in a match and do that thing over and over until you have it down. For example, if you want to improve you warding skills, or you want to test some warding locations, then focus on that. Make the match about you putting down good wards for your team. Analyze the benefits and drawbacks of what worked, what didn’t and establish working routines, but don’t be afraid to challenge them.
This is just an example, but the idea here is that you want to zero in on one thing and get it to a point that its automatic. So that in all future matches from that point forward, you don’t have to think about it, you just know what to do. When you get to that point, move on to the next thing you want to practice. Eventually you will see a lot of improvement in your play as you expand your expertise and you will find that many skills, enhance, other skills you will focus on later. You will find that as your skills stack, you win more matches, that’s a promise!
Practice Tip 2: Play Ranked ASAP Pressure and competitiveness are an athletes best friend and so it is true for E-Sports, get into Ranked games ASAP and stay there. Many players will tell you the exact opposite, I disagree.
If you want to be a rockstar, you need to get on stage, its as simple as that. In ranked matches, when it comes to League of Legends, the pool of players, the effort people put in and the demands they place on themselves are much higher/bigger which leads to considerably better games. This is true for any stage in the divisions.
I truly believe that simply by joining Ranked play, your game will improve much faster as a natural adjustment to a competitive environment and being surrounded by players that are a bit more serious about competing.
Practice Tip 3: Prepare your champions in advance As a rule, any hero that you would potentially play you should have your core gear plan setup in the items section, runes setup for that specific champion and a core plan for your leveling progression. You don’t want to be inventing this stuff on the fly. This may be obvious, but you would be shocked how frequently people don’t do this and more importantly what a huge advantage it is to go into matches with a clear plan that clears your mind and allows you to focus on the game rather than on decisions and analysis of champion builds.
You should have alternatives as well, situational builds to counter certain types of situations. Its usually good to think about it in basic/general terms than in champion specific terms. In other words, instead of having an Anti-Malphite build, have a vs. melee or vs. magic build. As you get better you may improve upon this by getting more specific, but having a general plan is always preferable to no plan.
Practice Tip 4: Be a good sportsmen It may seem strange to “practice” being a good sportsmen but given the statistical nature (30%) of losing games as a result of trash talking, it can be surmised that doing the opposite will shift the statistic the other way. In Other words, instead of trash talking, practice encouraging opponents and being a good sportsmen.
I truly believe that building up a teams confidence has many benefits and will more often result in teams playing better as it does the opposite when you tear your team down with trash talk. When a player does well, pat him on the back, if he makes a mistake, be quick with an encouraging comment. If you feel negative energy building up, focus on the positive. It may sound silly, but the mental state of a team constructed out of 5 strangers in an online game can shift wildly and I’m convinced it has massive impact on player performance, including your own. So be a good guy on the team, encourage your team and make it a habit by practicing it every match, every time.
Practice Tip 5: Know your place and own it This is less a practice tip and more a general tip, but I’m putting it here because it really does require a paradigm shift for most people. This is one of the hardest hurdles that I find the overwhelming majority of League of Legend players can’t make peace with. Knowing their place in a match. I’m not talking about position, I’m talking about your skill level.
The most typical response you will get from players is that they belong in a higher rank then they currently are in nd the people they are playing with and against people who belong in a lower rank then they are. It’s an assumption that the matchmaking is terrible, the ranking system is broken and the entire infrastructure of determining which players your matched up with and against is giant mistake by Riot.
Embrace the fact that you are wrong on that. If you are in Iron II, Silver III, or Diamond I, it’s because that is where you belong. When you are Iron II and you are matched with a Bronze II, accept that this player has a higher skill set then you do. It might not reflect it in the current match, it might not reflect it on that matches K/D ratio, but it’s 100% true.
It’s vital to the success of your climb to accept where you are in the league and that you belong their. Your focus should be on improving and climbing, but you must do it with the clear mind and acceptance that based on your performance to this very moment, you are exactly where you belong.
Embrace that and your mental state will change, your approach and understanding of the game will shift and you will find yourself free of the frustrating burden of trying to prove yourself to everyone. The number one cause for tilting and players throwing games with bone head moves and the blame game that follows is the result of people resisting this premise. It’s physically not possible for you to improve as a player without taking this step. Wherever you are now, you will stay there until you deal with this mental block, that is a guarantee from a 10 year League of Legends veteran.
Ok that it’s for Part I, in Part II of the series we are going to get into more specifics.
For anyone who reads this blog with any regularity you know that while I have spent a great deal of time writing about board games, miniature games and role-playing games, at the end of the day, I’m a theme guy and I tend to want to play games (whatever they are) with a deep rich theme. I don’t think that makes me unique, in fact, more and more games these days are a departure from the straight “great game mechanics” to the world of “great story games” side of the theme scale. Simply put, people want story in their games and so do I.
When I did my Runewars: The Miniature Game first impression article a while back, the one place where I strongly felt the game let me down was in the theme and story setting of the game. I can summarize the theme/setting and story of Runewars as lackluster, predictable and generic. Without question one of the primary factors as to why my group lost interest in the game almost immediately, for me personally there were other issues, but this definitely didn’t help.
That said my more recent foray into Battletech was driven strictly on the basis that I loved the setting and theme of the game, thinking that I had outsmarted myself I dove head first. As it turned out I was as impressed by the story as disappointed in the games mechanics. The game floundered for me very quickly, despite this amazing setting which brings me to my point.
It’s easy to conclude from those two experiences that at the end of the day, in order for a good miniature game to be successful and attractive to me, it must have the best of both worlds, great story, great mechanic.
In comes Warmachine and Horde by Privateer Press. The promise of a game that has an imaginative and deeply detailed setting while simultaneously rumored to have a robust and high level tactical game mechanic. A friend and I couldn’t resist, we picked up a couple of starter sets, painted up some miniatures and played our first few games. This article is all about my first impressions of the Warmachine -Horde by Privateer Press.
The Trollbloods Rule
I think the first most notable impression the game made on me was that I instantly fell in love with one of the factions, which I think is really key for me (and I assume anyone) to make an attachment to a game that helps to identify the you behind the miniatures you will be spending hours lovingly painting and pushing around. The story of the Trollbloods, the mechanics of how they approached the battlefield, the amazing miniatures. It all just clicked for me instantly at least just based on what I saw and and initially read prior to even having painted any miniatures or played any games. I spent all of 2 minutes browsing the Privateer Press catalog before I zeroed in on them, they would be mine and I knew immediately.
I think the most unique aspect of Warmachine and Horde is how each army is very distinctively visually different, reminiscent of Warhammer 40k. This is not in itself unique to miniature games, but what really attracted me was the attention to the detail of each individual unit. Inherently in many miniature games, once you choose your army, many of the miniatures are themed so closely together that the units kind of blend into one another unless you really know your own faction well. It wasn’t just about an army theme, but really about how each character and unit in the game had its own very distinct personality matched up with its own core advantages and mechanics to boot. I guess what I’m saying is that the factions have a lot of personality.
Now with the box set you don’t get much in the way of choice/selection, its just enough for a zero point game but because each unit (each model) is a distinct member of a team as well with his own abilities, powers and weapons, their is an association to the game that you get with it that you might not with say an army of indistinct Stormtroopers in Legion or the piles of Skeletons you get in Runewars. They aren’t just models, they aren’t just units, they are individuals that are part of a core strategy for the faction, or optional tactics that synergize not only with the units that come with your box set but potentially with any other very distinct unit in your faction. They are also distinctly unique miniatures you paint, so when you paint a Troll Bouncer, your going to paint that miniature one time rather than painting 20 exact copies of him. This makes the whole experience a lot more approachable from a hobby stand point rather than what you get with most miniature game, that tedious task of getting your army painted by painting the same skeleton model over and over again.
This idea of distinct units was really attractive to me, both because you ultimately didn’t have to assemble and paint Legions of exactly the same units that form squads, instead being able to lovingly paint these individuals, but also because it pushed you towards researching the game on a much deeper level right away. Synergies in the game don’t just come from combos, but rather from concepts, so you were theorizing and imagining the fights as well as the many options long before you get them to the table. It was in a way an experience closer to opening a booster pack of CCG cards, where even without playing you could see how the combos and synergies might unfold.
For example The Bouncer Warbeast in the Trollbloods has an ability that allows him to take the damage another unit would receive from a ranged attack. He is a kind of protector with a high Armor value allowing him to soak a lot of damage. This synergy can combo in a lot of different ways, but conceptually this unit is also incredibly tough, so you could ignore that ability and instead send him to the front lines where he could hold that line. Or you could make use of his Animus and simply make him a sort of spell battery as his Animus called Earth Blessing prevents a number of effects like being knocked down for example, which you might simply want for your Warlock to siphon so that he can avoid being easily assassinated through shutdown effects. Or you might use that ability to prevent terrible things from happening to more important units in your protection radius.
This might not all make sense to you if you don’t know the rules of the game, but the point I’m trying to make here is that this single unit has many different potential uses and that’s just one unit in your army (a single model). This model alone will change your approach, your style of play and how you manage your resources, as well as open up different tactics for you in response to your opponents actions. I love that a single unit can have this much impact on your game and open the door to so much theorycrafting, it’s wonderful to see how much diversity and mileage you get out of your models.
Now the drawback to this is of course complexity. With each unit having several abilities, effects and potential uses, even with only 4 units at the table (A Warlock and 3 Light Warbeasts in my case) in our first game, the experience was rather overwhelming. I’m sure it gets easier over time but with the average cost of a unit being around 6-15 points and a battlegroup with a value of ZERO points consists of a Warlock and 3 Light Warbeast you can imagine how high the complexity can become if you play a standard 75 point game. A game at 75 points might have anywhere from 10-20 unique units, each with several unique abilities to keep track of. It’s a bit daunting to even imagine how complicated the game can become, which comes with all sorts of interrelated benefits and drawbacks. Intimidating to be sure, but the flexibility and sheer options are outstanding in particular if you consider that there are 14 factions in the game each with several dozen unique units to choose from. The combinations are near infinite.
The point I guess is that this is a very heavy game, a true miniature war game unabashed by claiming the “for veterans” branding it definitely deserves. Now it doesn’t market itself that way, but it surely is. I have played many miniature games in my day and this one certainly ranks up their in the complexity of strategy, tactics and rules. Which brings us to the next impression and topic.
The Complexity of the Core Rules
When it comes to miniature games, most of them rank pretty high in the complexity of rules, at least when compared to other types of tabletop games. So when I say the game is pretty complex, it’s a comparison to other miniature games. For me personally as a gaming veteran this is not a drawback, I like a robust ruleset, it’s only a drawback if the rules are unclear or lead to irreconcilable situations (aka, rules that don’t cover the majority of potential situation that could come up) and if you actually try to achieve that, you won’t be able to create a game without a heavy ruleset. So to me, a heavy ruleset in a miniature game simply means that the publisher of the game took the time to be super clear about what the rules really are. It’s far worse to have a simple rule set that leaves you hanging at the table all the time without an explanation, then a 300 page rulebook that covers everything.
The question than becomes, how practical is the ruleset. Having a clear, concise and deliberate rulebook is great, but are the rules easy to remember. Will you be able to keep it all in your head as you apply the rules to list building and table tactics?
I definitely don’t think Warmachine/Horde is for the weak of heart or the amature miniature gamer, lets just at least say that. This is not a introduction to the hobby game, this is a graduation gift for the seasoned veteran. Is that a bad thing? I suppose it depends on how you evaluate games. For me personally, if a game endeavours to be a long game for example, you don’t give it negative marks for being long (see Twilight Imperium the board game as an example). You can’t say “this game sucks because their is too much luck involved” when rating Yahtzee, a game about rolling dice and hoping you get lucky.
It’s the same with Warmachine/Horde, it’s a deeply tactical, heavy ruleset that endeavours to challenge seasoned miniature gamers. With that acknowledgement and goal, Warmachine/Horde rules in my book are excellent.
The clarity, efficiency and organization of the rulebook is bloody pitch perfect, this is not a game where you will run into a situation and not find in the book how to resolve it. You might not be able to remember every detail of the rules (which is an issue, more on that later) or you might get the rules wrong at the table (highly likely at the beginning). Suffice to say, rules referencing is something you will do with regularity until you reach an expert level of familiarity I would imagine, but unlike many miniature games, you won’t find yourself trying to interpret how to resolve a situation based on vague rules. It should be noted that when I watch battle reports online, after having become more familiar with the games over several readings of the book and a few plays under my belt I would say 90% of the people I have watched play, even the experts, are doing a stuff wrong quite regularly. This at least illustrates the complexity of the game, a lot of attention to detail is required to get it right.
Now the miniature game hobby is called a hobby because as much fun as the game is to play, much of the activity of a miniature player revolves around the preparation to play, which brings us to the next topic.
List Building and Miniatures
When it comes to Warmachine, List building is a thing, but less so in the modern sense that we see in a lot of games today. While certainly every miniatures statistics, special powers and unique application is something you will consider, from what I have seen so far in the game it appears any unit and pretty much any combination of units is viable. There are very few distinctly bad units or what is more common, outdated units. Match “fairness” will certainly vary depending on how two opposing lists match up, circumstances of the scenario, player skill etc.. which we definitely witnessed in the games we had, but individually when you assess any given unit you can clearly see a use for it in the game and in a potential army list. You might argue with your friends about how good a unit is or isn’t, I imagine units always appear stronger when facing them rather then using them but I found very few units that I looked at and went “Ok these guys suck balls, I would never use them”. Every unit has that “ah ok, I see what I can do with him” kind of feeling which really strengthens the games overall presence in our group as we very often find many of the miniature games to have some, often many units that we look and disregard as “unusable shit”.
The design of the game is such that you can really pick units based on aesthetics to create your army and come up with a reasonbly viable force. That is not to say that synergy is not important, it is, (probably more important in competitive play) but warmachine/Horde seems to be more the type of game that it’s virtually impossible to conceive it as a whole. What I mean is like some of the larger games like Warhammer 40k and unlike games like X-Wing and Armada for example, in Warmachine there are so many factions, so many unique units and so many possible combination that trying to establish a list that is “ready for anything” is a monumental task that I think would take some pretty serious experience. Warmachine is definitely one of those games that you could potentially play for years and never face certain factions and the bulk of the units that are available.
Unless you have some clear idea about what you might be facing, your list building is largely focused on your own army strategy rather than a response strategy. There are just too damn many units to do it any other way. There are of course some staple units in certain army (looking at you Dire Troll) but beyond that there is no telling what a player might or might not throw into an army you will face.
More than that though, most units stand on their own two feet. Add a Troll Bouncer to your army and any other choices you make are largely irrelevant, his abilities and synergy is universal and will be useful regardless of what else is in the army and your opponents army. Tactics will determine how you will use him and this will change from game to game, but he will be useful regardless. What that boils down to is that you can go into the product catalogue for your faction, pick a model you will enjoy painting and seeing on the table and you are certain to find a use for him in whatever army you currently have. In a sense the pressure is a bit lessened on focusing on purchasing and acquiring units based on abilities.
This approach to me is a lot more fun, at least as compared to some of the more modern games I have tried. For example in Runewars when I was running my Skeleton army, I knew I absolutely had to have 1 or 2 Skeleton Archer formations in every army list I built, it was just mandatory as a key synergy to the faction was practically based entirely on this unit. Grant it Warmachine has 10+ years on Runewars and so that may one day change for it, but suffice to say I love the idea of picking models on aesthetics and not having to worry too much about whether they would be a good addition to my army mechanically or not. Barring a couple of redundant units here and there, from what I can see, any unit is viable and has a place in your collection and while synergizing with other units, can be seen an independent addition thanks to all units having these multirole layouts.
Now it’s fair to say that this is just perception at this stage in my experience with the game, I could be completely wrong here. It will take a great many games to really get down to the nitty gritty of this game.
Rules Lawyering Is A Must
This is a game with a pretty robust ruleset and while I tip my hat to the clarity of the rulebook, in practice at the table you must apply these rules correctly and in Warmachine like most miniature games this is absolutely vital to maintain the intended balance of the game.
I played my first three games and lost miserably resulting in a bit frustration. I felt that with the Trollbloods battlegroup of 3 light warbeasts I just I had no chance against the Cygnar forces who had 2 light and a 1 heavy. I wasn’t just getting beaten, in one of our games I was crushed by round 2 with zero chance of making a comeback.
Then I came home and read up the rules and boom, realized that I had forgotten a couple of things, one rule in particular I was completely ignoring, a rule that would have turned that 2nd round crushing defeat into a potential victory.
This is where I think a game like Warmachine and many other complex miniature games have an inherent flaw, in that, the rules must be followed 100% and you really have to remember all the little intricacies of what your army can do, what individual units can do and what the exceptions to the rules and sub-rules are to the letter or you can end up coming up very short, in particular if your opponent is tapping into all of these resources. As such, if you are like me and have trouble remembering a lot of rules, abilities and special circumstantial possibilities in the moment, you can find yourself losing a lot of games that can be summarized in “I should have or could have” talk at the end of the match.
For example in my case I forgot that I could heal my units with Fury from my Warlock to remove the disabled effects of having all of your damage boxes in a single zone marked. You may be reading this and not fully grasping the impact here but let me tell you that this is HUGE. It’s the difference between night and day and this one very simple option/rule you have can make the difference between losing horribly and winning overwhelmingly. As such being a stickler for the rules is absolutely vital to maintain the integrity and balance of the game.
That said and simply put I don’t want nor enjoy being a rules lawyer to my opponent in general, I’m a social player, I want to get together with a friend, roll some dice, drink a beer and relax but I also don’t want to play a grossly unbalanced game that frustrate me. I want the rules to be simple enough that we don’t need to read the exact wording of every card, rule, sub-rule and indexed FAQ clarification to have a good balanced game, but in complex games that just isn’t a thing. You really need to know this stuff, which means the learning curve for Warmachine/Horde is pretty considerable. In fact, in my perspective this is one of the most complex miniature games I have ever played to date.
In short, forget a simple thing and it could cost you the whole game. In a game this complex, that is a very harsh reality and simply speaks to the fact that this game is exclusively for hardened veterans of the miniature game genre and rules lawyering is a necessity to ensure the integrity of the game.
Balance of The Battle Boxes
For anyone doing research on the game this may be a repeated opinion and information as it is one of the most common complaints about introductions to the game of Warmachine and Horde but I believe and fully agree with the internet consensus that the battle boxes are not particularly well balanced against each other. In fact, I would argue further and say that virtually no effort was made at all to create balanced starter sets. It’s not a commentary on the balance of the game, I certainly am in no position to speak on that in this article, but you don’t have to be an expert in the game to note the pretty staggering flaws in the match ups of these starter sets.
I’m not going to waste text here describing the issues, you can pretty much google every discussion on battle boxes anywhere on the internet and find the complaints. Suffice to say the balance of the boxes is a problem and I had the unfortunate luck of playing the Trollbloods which are at the top of the list as being considered one of the worst by a wide margin. In fact as I researched strategies and tactics to be deployed hoping to get some information from experts who know the game well and I found a grand total of ZERO information on the topic with one exception. This Article Here which was quite literally the only good advice on how to potentially succeed with the Trollblood starter box. The rest basically suggested that you not participate in zero point matches at all which I found very disappointing.
Now that is very disappointing and frustrating, playing a game you always lose is not fun and might even deflate your interest in the whole endeavour. However it’s worth pointing out two core things about the battle boxes and miniature games in general.
Generally games miniature games and it is clear to me it is the case with Warmachine/Horde is that they don’t balance the game on a unit level. What that means is that if you take a 10 point units from Cryx and compare it to a 10 point unit from Trollbloods, you aren’t going to get two units that are of equal strength or value.
What you will find is that each of those units in the scope of the army serves an important purpose and those 10 points can be escalated to be worth far more than the single unit’s abilities might suggest.
Take for example the Cryx Slayer Warjack (see picture below). You don’t have to be a mathematician to realize that the Slayer is superior in every single possible way to the Axer. He moves faster, is stronger, is more likely to hit, has a higher defense, has more hit points, gets more attacks, has more options and arguably has a better special ability. There would seem to be no conceivable way you could argue that the Axer is a better buy for 10 points than the Slayer.
Yet I will make that argument and here is why. The Axer serves a core purpose in the Trollbeast army and with synergies from the Trollbloods army is a far bigger threat than the Heavy Warjack could ever be. There are several reasons here.
First the Animus. Remember that your Animus can be cast on your Warlock, which means that your Warlock has an extra spell (Rush) that he can use for himself. Giving your Warlock Pathfinder and 2 extra move is HUGE. Secondly the Troll Axer has the ability to hit as many units as he has in his 2 inch radius with a single attack. Now in a one on one fight this might not be useful but he can charge into a unit of many and potentially wipe it out with that single attack. He also has a smaller base, which is a big advantage as he can slip past units easier and fit into smaller zones while still threatening a 2 inch radius. Further more with Pulverizer he could get his POW to 16 just like the Slayer has by default, but with a Dire Troll could get that up to a POW 19!
Suffice to say, circumstances matter, synergies matter and if the Trollblood was cheaper, in the scope of the Trollblood army synergies he would be grossly unbalanced despite the fact that in a tit-for-tat comparison its no contest, clearly the slayer is superior.
The problem is that in a Battlebox fight, most of the purpose of the Axer and the synergies of the army serve no purpose and its here that there is a mismatch and the core reason for the complaints about balance of the core boxes. For example there are not grouped units for the Axer to attack, there is Dire Troll to bump his strength and while you could put pulverize on him to make his stronger, in the Trollblood Battlebox its far better to put those spells on your Impaler who can make a powerful attack from range.
I guess the point here is that the balance issues for the battle boxes are just circumstantial in a small zero point fight and it’s here where tit-for-tat comparison have greater impact, as the whole of the different armies synergies don’t have the same impact on the game as they would if you were playing say a 25 point game.
That doesn’t really alleviate the burden that comes with learning to play the game with an army at a disadvantage and so I do understand and sympathize with the complaints, in particular as a Trollblood player who gets the shit end of the stick in the deal. That said the point of playing zero point Battle Box games is to learn to play the game and in a way, trying to figure out how I could win despite the disadvantage has lead me to digging deeper into the rules, into my battle box synergies and in trying to come up with a strategy that might give me a fighting chance. In a way, being at a disadvantage as frustrating as it may be, is probably doing more good in getting me to understand the game then bad.
The Conclusion: The Advice on Trollbloods
First impression articles are always filled with poorly informed opinions and badly constructed theory crafting, it’s just the nature of being a noob and trying to assess something you simply don’t have enough experience with to do so intelligently. Any time I have ever done articles like this in the past, when I go back to them a year later I cringe at my own ignorance. None the less, I think first impression articles are always the most important to read when I’m researching the game because its more relatable. Discussions about 75 point games and high level faction tacticals are completely meaningless at this stage. As such in my conclusion, rather than saying anything more than that I love the miniatures and I love the ruleset so far, I’m going to offer some specific advice based on my limited exposure to my Trollblood Box set seeing as there seems to be such a shortage on the internet of such advice when I was trying to find some. Remember I’m a noob!
First thing you need to realize is that Ragnor is your workhorse. Everything in this battlebox hinges on using him well and if you stand any hope of winning any zero point games, it will be by using this guy to his maximum potential.
Your first play is to always get Ragnors pulverizer (+2 damage) spell out on your Impaler and to set up your line so that your Bouncer can protect everyone from range (within 3 inches) with his animus on to ensure that at very worse he will be facing ranged damage with a 19 ARM. Done right you have little to fear from any ranged attacks and you could further bolster your ranged defenses on the guys in the front by using the very cheap Earth’s Sanctuary to gain cover if you can’t find any on the table.
Get your Impaler in range of your enemy making sure to be out of charging range of anying using Far Strike (total 12 range) and soften him enemies up with a POW 15 attack. In subsequent rounds make use of the Impaler at ranged and use Ragnor Shockwave to both slow your opponents advance and cause some additional damage. Remember keep him out of charge range and remember about weapon reaches and any movement boosting spells. Don’t let players trick you, you can’t calculate SPD+3, you need to account for weapon ranges.
What your ultimately trying to do with your force is set your Axer and Bouncer up for a charge so that you can one shot one of your enemies warjacks or warbeasts, preferably the biggest threat on the board by using Ragnors Shockwave to first knock them down and then charge in with the Axer and Bouncer (preferably with one or both having pulverizer on them).
In a zero point game the first 1-3 rounds are critical. It pretty much works out that if you can take out one of your enemy warjacks/warbeasts before he does any serious damage you have your shot to win. It’s not a guarantee in particular in scenarios with control zones where you will be forced to engage perhaps before you really want to, but by and large the Impaler’s spear attack and Ragnors Shockwave are two of the most useful ranged attacks that I have seen in any of the box sets. You may think because you are Trollbloods you should boldly charge into battle and this is probably true of the army as a whole, but in the zero point game you are definitely not doing that until your enemy is softened up a bit.
In general you can assume that any Heavy Warjacks or Warbeasts will one shot any one of your warbeasts, even the bouncer. So you don’t want to be in a melee with your Light Warbeasts with these guys unless they are severely crippled in some way so that you could survive a volley. Ultimately I don’t think you can win without taking great risk in the end game as you will need a fully charged (6 Fury) Ragnor to at some point charge in and bring his immense melee strength into the fight. Remember that in most cases you will be facing Heavies and you have none, so timing is key. Also remember that often with Warjacks, crippling two can be better than killing 1 and leaving the other unharmed. You just need to survive the volley’s when you are in melee.
The main thing to avoid is facing a fully operation heavy warjack with Focus on him in a melee. Your warbeast won’t stand up to any heavies and even most light warjacks/warbeasts will make short work of them with full focus. You have a good ARM but very few hit points so your light warbeasts are easy to kill. You have to really make use of your ranged attacks and the bouncers defense against ranged attacks and pay close attention to the ranges so that you can get the charge. Your a threat from range so it will be on your opponent to close the gap.
Oh and don’t be afraid to heal and regenerate, in particular when your units get any of their spheres disabled.
This strategy is not perfect and certainly guarantees nothing. With good positioning, some decent die rolls and well time charges, while the odds are stacked against you, you definitely have a shot at a win.
For the past five years I have reviewed quite a few games and for me, usually this is a fire and forget kind of a thing. Today however I will look back on a few select reviews and reconsider my scoring and update them based on further plays of the games since those reviews. Now generally when I do reviews I feel strongly about them, which is what prompts me to write the reviews in the first place. I normally only do reviews when I feel really confident that as part of that review I’m offering a fair assessment of the game and can help players make a decision about them. After a while though you start to realize that there are a few games in your review history that perhaps you were a bit tough on, or in some cases a bit too kind. Today is going to be all about resolving some of that regret.
Great Western Trail
I scored this one a 3.10, which is a pretty great score for a game, I consider any game of a 3 stars or higher to be worthy of my personal library but I have come to appreciate this game a great deal more than this score reflects today.
For one, I think I underscored the theme of this game which after many more plays I think is a lot stronger than the 2 stars I gave it. I really find the theme of this game is key to making sense out of the gameplay and its perhaps to the surprise of no one, that Cowboys are pretty popular so I find getting this one to the table because of the theme is quite easy. The concept of moving cattle, in the deck building mechanic and how it comes together when you arrive in Kansas City really works well in presenting the game and I really feel strongly that at the very least it deserves 3 if not 4 stars for the effort there. I really love the feel of this game, building up stronger and better hand of cards and the strategy of trying to consolidate your efforts over several turns of coordinated strategy that pays off is something that really brings this theme together.
Gameplay wise I think this game definitely deserves at least 4 stars if not 5. Its greatest strength is the games very deep, strategic gameplay that I can’t say enough about. It takes time to really get the nuts and bolts of this game which may be why I initially reviewed it at 3 stars but its definitely a lot better than that in my book. Great Western Trail has grown to be one of my favorite crunchy Euro games, the more I play it the more I want to play it as I see room for improved strategy and alternative ways to win. The replayability of this game is definitely a lot stronger than the 3 stars I gave it originally as well, over a year later I’m still playing it and excited to get it to the table.
A wonderful game that deserves a much better review then it got the first time around from me, I think if I were to re-calculate the score today it would break 4 stars which would put this among a small group of games to break 3 stars in my library and deservingly so.
Russian Railroads
I gave this one a 1.6, which is a shit score and while everything I said in this review I believe to be true, I do believe that it deserved a bit better score none the less.
I think I was particularly harsh on this game as it came during a time when there were many Euro games claiming certain types of themes like Trains, City Building and Fantasy, but delivering what are essentially themeless Euro game victory point smorgasbords. Now to be fair to the original review, this is true about Russian Railroads, this game has claimed a theme it does not represent in gameplay in anyway shape or form. It could be a game about making turkey sandwiches and the mechanics would make no more or less sense than they do applied to trains and in particular Russian Railroads. That said, its mechanically quite strong and its here I think I would alter my review.
For one, assuming you have never played a typically heavier Euro point smorgasbord game, this one I believe to be a considerably better one than many of the games being waved around these days. It certainly blows Terra Mystica and Terraforming Mars out of the water and while I would like to see more interaction in the game then it offers, it certainly has more strategic depth than either of those two games. For me personally despite the lack of connection to the theme here, it is a far better game mechanically and this should be far more important.
I suppose if I were to say anything about the game in terms of improving the score I would say that it deserves a 4 star score in the gameplay zone. I regret scoring it so low, it earns its stripes here and I think it’s disingenuous to score it any differently.
Stone Age
Stone Age is a game that landed in my library simply because I found that despite reviewing it based on many online plays at boardgamearena.com, I continued to play it over the last couple of years and when I spotted it on sale I picked it up.
Since then I have racked up an astonishing amount of plays in particular with my daughter who considers this “a very complicated game” at 10 years old, yet loves playing it and does quite well at it.
I think in terms of replayability this game definitely deserves better than 2 stars that I gave it, in fact, I would rate it 4 stars and perhaps closer to 5 as I find it despite relative simplicity of the strategies it just seems to make the table very often and I still often play this one online.
This is a great family game that works wonders in getting everyone to the table, yet is crunchy enough for an old vet like me to enjoy. Today I would probably recommend this one above most games as an introductory to board gaming game.
Le Havre
This is one of the games I feel I was a bit too generous with, in fact at a 3.25 stars, that’s seriously overselling it.
I think the main issue with the game is that after repeated plays it got very boring very fast. I can’t quite put my finger on it but this one hasn’t seen even a single play at the table since I did my review playthroughs and it’s become one of the biggest dust collectors of my collection. Its a bit of a dud, I think today I would score it somewhere around a 2.5 stars on its best day, even though everything in the review I say is true, its issues with replayability really hurt this one.
Seven Wonders Duel
This is one I definitely would re-score much higher today after rediscovering it with my daughter it has become easily one of the most played games in my collection. I would easily add a star to replayability and gameplay to this one if I were to review it today.
This is a really fantastic two player game that I think should be a staple of every gamers collection, both casual and vet alike. Great strategic depth, lots of great decisions and fairly tough to win consistently thanks to its quick learning curve.
At this point I have talked about several books and assuming your following the guide, you are roughly caught up to where I am myself. Now I’m by no stretch of the imagination an expert in all things Battletech, in fact, for all intents and purpose I’m a complete wet behind the ears noob. That said, I firmly believe the best guides come from novices, as experts and long time vets can very easily overlook the fact that as new players, we really don’t know jack shit and you can make no assumptions of any kind about what we may or may not have come across or experienced in the game.
With that in mind the question for this guide is where does one go next. At this point we have experienced the core set, we have familiarized ourselves with the rules and the universe, we have experienced some parts of the campaign rules, tech bits about mech creation and are delving deeper into the nitty gritty of the game. If you think I was confused when I started, from this point things really become very fuzzy as the fork in the road has many paths to choose from.
From what I have gathered however there is a core question when approaching the game of Battletech that you have to answer which can and will close many of these paths.
The question is, do you want to get into the combined forces gameplay or do you plan to stick with Battemech vs. Battlemech games exclusively.
To answer that question you have to understand what it means. There is a book you have probably already considered getting called Battletech: Total Warefare. This book includes many of the rules you have already available to you in the Battletech Manual, however it also includes the rules for many other types of units in the Battletech universe including things you may already have seen mentioned in other books like tanks, infantry units, battlesuits, pretty much everything from flying saucers to a guy on the ground with a rifle. These units can be incorporated into your matches/scenarios & campaigns to create a more full fledged science-fiction warfare experience and a great deal of the source books available for the game make the assumption that this is something you have done.
If however you choose to go the purely mech vs. mech route and desire to skip all the existential stuff, it does take a few of the source books off the table as again, quite a few source books in Battletech work under the assumption that you are using the Battletech: Total Warefare rules.
I will from this point in the guide talk about some of the books available in general and note any books that do or don’t make this assumption.
Exploring Battletech Source Books
I truly believe that setting information enhances the experience of Battletech more than any rulebook and while I think many of the core rulebooks which expand the game are great, there is kind of a point of saturation which can cause you to lose focus about why we all love Battletech to begin with. Giant robots fighting it out in a exhaustively detailed science-fiction setting. It’s not just about rules and in fact, because the game is extremely long even when using the most basic rules, adding more complex rules that require more reference can really bog down the experience. Setting books however are just that, fluff and Battletech has some really good stuff.
My favorite books so far, the ones that I love to read and put a grin on my face and inspire me to play the game are the Historicals, in particular some of the origin stories about the Battletech universe. My favorite reads so far are the Historical Liberation of Terra I & II books. While applicable in game terms as a book to be used for the creation of campaigns, this really is largely a fluff book, one that speaks to the origins of the Battletech universe, those early year wars that set the stage for the universe. Its like watching episode I of Star Wars and seeing how it all started. I don’t know if the vets would agree with me, this certainly is a preference thing but if your like me and you love setting source books, these are really great. Definitely lots of information here to run entire campaigns around, though I would argue, you read it just to read it like a good book. The Historical Reunification War is another great example of these types of book (haven’t read it but I’m excited to, it appears to be along the same lines as the Terra books). These books don’t really make any major assumptions in terms of the depth or level of rules you use, in fact, it doesn’t even fully commit to whether you are using Alpha Strike or the Battletech Boardgame.
If you have gone the Battletech: Total Warefare route, one series of books I can recommend is the Turning Point books. These are a kind of campaign book which sets the stage of key moments in the Battletech history and puts you behind the drivers seat of larger forces with very specific campaign scenarios. Very detailed information outlines the story behind the conflicts and each has unique challenges for players, all under the belt of a Campaign Operations style structure but all the math is done for you including unit selection if you would like. You get your army, you get your background information and you get your campaign missions. Its all very self contained reminiscent of the starter books, but on a larger scale including all of the various forces described in the Total Warefare book. What I like about these more than anything is that they are short and to the point and largely self sufficient, making them easy to absorb. I really wish they made more of these types of books for strictly Battlemech battles, but it’s worth pointing out that it would not be too tough to adapt these scenarios to be just that, in fact they sort of intend you to as part of the setup can be to create random forces on each side using a random creation table or build them using one of the point system approaches (tonnage, credits etc.). You could simply omit any units that are not mechs for the turning point campaign, though, its clear that doing so may create some oddities with some scenarios which have been balanced with specific forces in mind. Unless your a cannon nut however this isn’t a big issue.
These books use the Chaos rules Track system, which at this point should be fairly familiar to you. Each series is set in a different era so while you could stick to the Succession Era, with these books you could easily explore other eras of the game. Now like many source books this one includes plenty of references to map sheets you may or more likely may not have. Its an unfortunate part of these books that they don’t include the maps you need to play the scenarios, one really wishes they would. You will have to seek them out on your own or use proxies.
I can’t really recommend (or not recommend) any specific books, though their layouts appear to be the same and Catalyst Games has offered a free one as well as some previews of some the ones you can buy. Its worth noting that these books are dirt cheap for what you get at 5 bucks a pop, probably the most value you for the buck of any of the source books as they save you the obscene amount of time it would take to create your own campaigns. One thing that is not fully self-contained is that you will need record sheets for the units you will use, but these are relatively easy to come by for free with the 3rd party software and internet at your finger tips.
The next books I would not recommend though must be mentioned because arguably I think the Battletech community would recommend it are the Technical Readout books. These books are a resource for fluff detail on all of the units of a particular era, giving both the background information and the point of the book of identifying which units are available to be used in a particular era. It makes sense that you need this information but there are online resources that provide the same thing in searchable database and personally I found that as a fluff/setting resource they where kind of generic. Its interesting enough to read about the history of your favorite mech, but I didn’t really see them as either necessary or particularly useful books as either setting books or rules books. They where kind of meh to me, but I will admit this is all opinion and zero fact, It seems to me at least that in large part the community for Battletech considers them a very necessary books to own for the game.
The Conclusion
I think Battletech is a great game, a nostalgic trip down memory lane of a game that has lived almost unchanged for 35 years. There is a ton of resources available to the game and one could easily get lost in endless source material, in particular the back story of the game that is about as elaborate as any I have seen.
Sadly however despite this being a very fun experience of exploring an old game with fresh eyes there are many issues with Battletech that make it difficult to recommend.
The first and perhaps biggest issue with Battletech is that its origins as a game made in the 80’s with minimal updates really show through in light of modern game design and modern miniatures game. This is a fairly hefty ruleset built around a tactical game that is ultimately very simple and relatively shallow. Its like playing checkers with a 300 page rulebook, a complicated game, but that complication does not result in a deeper tactical experience, just a very complicated resolution of the rules.
There are many great concepts in the game, in particular the zoomed in cockpit experience, location based damage models and a fairly interesting manipulation of dice roll modifiers via positions and actions taken. The weight of the rules to resolve these concepts however are too demanding with far too many sub-rules and exception based rules creating a metric ton of bookkeeping and administration. The really big offender and result of all this is that the game just takes too long to play, in particular in how it compares to the tactical depth of the game. The average play time of even the most basic Lance vs. Lance game (4 mechs vs. 4 mechs) will take in excess of 4+ hours to resolve and this is just the starting point for the game.
To me personally this is explains why the game lives in relative obscurity despite being based on a fairly noteworthy franchise. Gamers and science-fictions generally know about Battletech, this is not some niche setting, this is a well known and beloved universe. It’s unfortunate that the core game on which the whole thing is founded on is rather lackluster at least in comparison to modern games.
So what is a gamer to do, what is the recommendation here? The answer to me is fairly straightforward. Buy the Box Set and try it. Its a relatively cheap game to get into and you can make a pretty good assessment from this core set alone to determine whether or not its a game for you. I personally think, as has been the case for years, that modern games will look at this game and note that while based on a wonderful setting with some great concepts and ideas going into the mechanic, it is unfortunately a game terminally stuck in the 80’s. What this game needs more than anything if it is to compete and really join the miniature table top game world is a serious revision focused on modernizing the rule set, not necessarily to simplify the game, but to streamline it and most importantly greatly expedite gameplay.
There are some great alternatives to Battletech that I can recommend, first and foremost is Warmachine. Many of the great concepts and ideas that have gone into Battletech appear in Warmachine which is a far more modern and tactically rich game that is also about giant robots. Grant it, its a very different setting but I would argue just as rich and interesting as Battletech.
Dust Tactics is another game that features giant robots in a alternative universe tactical war game, also an amazing and very modern design that is far more tactically interesting with half the rules weight of Battletech.
At the end of the day, like any miniatures game, the gamer must choose and you would be doing yourself a disservice if you did not investigate Battletech as a option for your table top, but from one gamer to another, as cool as the concept is and as wonderful as the setting is, Battletech: The Game of Armored combat gets a pass from me. It just doesn’t have the modern nuts and bolts I’m looking for in a game and it’s long play time that offers too little tactical depth results in a game that doesn’t have a good time investment vs. tactical depth ratio.
In the last article we have covered the basics of battletech and if you have followed the guide you have a firm understanding of the rules of the game, you have a fair amount of context about the setting and you have a source book that covers the Succession Wars era of play including all of the Mechs from that era to use in your miniature battles. This should be enough to create some very memorable and varied games for you and your friends.
At this point you may have already reached out beyond this guide and began exploring some of the material and resources available in Battletech, I’m sure it’s all very tempting. That’s the wonderful thing about Battletech, it inspires the imagination and gets us thinking in grandiose scales as we envision playing out epic long running campaigns on huge battlefield in the historical context of a rich science-fiction setting. Well if that is where your brain is at there is plenty of great stuff waiting for you but as this guide endeavours to introduce the game slowly and in a logical manner, I don’t believe we are quite far enough along to start digging quite that deep into the game as tempting as it may be.
Creating some variety
Battletech is a great game, but once you have played it a few times, you will note that there really isn’t much of a balancing mechanic in the game. If you simply choose “the best 4 mechs” for your lance and play games that have the basic “kill everything” winning condition, you will start running into balance issues even if you use some of the basic balancing features like tonnage of mechs for example. Not all 50 ton mechs for example are created equal, in fact if you read your Succession War Technical Readout a bit more thoroughly you will realize that this book covers a pretty wide range of mechs ranging from some of the most effective, to historical duds. Battletech is a living breathing world and its filled with engineering success stories as it is with failures.
Battletech doesn’t really try to be a balanced game in the classic sense, in a way, its more of a role-playing game in that its intended to be run with unique stories and in the context of a tactical game, using unique scenarios based on historical events. To get some interesting variety for your games you really need to reach out to some of these stories on which scenarios are based which will give you both some interesting tactical challenges as well as some great historical story context for your matches.
Unfortunately most of the resource for Battletech make the assumption that you are using some or all of the core resource books that really expand the ruleset and push the game away from just straight mech on mech action and into the combined warefare rules which are found in the Battletech: Total Warfare rule set. It’s a great book and we will get to it in this guide, but now is not the time. This ruleset complicates the living shit out of the game and if you take it on too early you will find yourself confused and frustrated. Besides you didn’t get into Battletech to push infantile troops around, you got into it to have giant robot fights.. am I right?
That said there are a couple of books, though not based on the Succession Wars, but that come close enough that they can be used and since the point of moving through the content is to keep increasing options and variety, its ok that you don’t match the eras of play exactly to the sources you currently have. Especially with these two great books that I recommend which are The Sword and Dragon starter book and The Wolf and Blake Starter Book. Both are self contained starter books that give you everything you need to run the story-mini-campaign in your home game within the historical context of the periods they represent and both are exclusively focused scenarios on Mech versus Mech, Lance versus Lance action.
Now there are two caveats here, these starter sets were designed with selling specific miniature sets which are not the Box Core Set. Catalyst Game Labs is clever that way, but as already mentioned a couple of times, the miniatures are just place holders, the characters sheets are the mechs and so its as simple as using your miniatures as proxies and printing out the included Battlemech sheets for these campaign scenarios.
In these scenarios you will be using a designated force, with designated pilots all balance to create some very challenging and fun scenarios. Of course the best part is you get to experience the battletech universe from the drivers seat, giving you a chance to re-write a piece of Battletech history. In these mini-campaigns you will manage your forces, make campaign decisions and battle it out in key moments of the conflicts. It’s great fun!
Reading through this material you will be introduced to the basics of Battletechs campaign systems, new mechs, special mechwarrior abilities, some new weapons and in both cases new eras of play. Both books ease you into these new eras of play so the complexity is limited, while connected to future resources you may be interested and will seem familiar after playing through these two stories. I recommend doing them in order, starting with The Sword and Dragon.
Moving into the deep end
If you play one or both campaign scenarios you will have gotten a basic understanding of the campaign rules for Battletech and may start looking towards both building your own force and testing that force in the context of other campaigns. In fact if you played Battletech the PC game published by Paradox Interactive, you may have found these two campaign scenario rules familiar and that’s because there is a lot of connection with how campaign rules for the boardgame and the PC game work.
Still I think it’s still best to stick to exclusively Battletech combat, but you may at this point be comfortable enough with the existing rulesets to start imagining the construction, customization and design of your own Battlemechs and your own Battlemech forces with their own backstory, history and with a desire to run them in a campaign either of your own creation or one of the challenging campaigns that Catalyst Game Labs has come up with. And so you should.
From this point I can recommend a couple of the core rulebooks that work in unison and are dynamic enough to be used in part or as a whole. The first is the Battlemech Techmanual. With this book you will have detailed rules for constructing or customizing Battlemechs first and foremost which is kind of one of the more fun things you can do with Battletech. Creating your own mechs or customizing existing mechs is really the starting point of creating a piece of Battletech history of your own. Now this book also gives you the rules for creating all of the other types of mixed units of the game and at some point you may use those as well, but this book is well worth just the content that applies to Battlemechs.
Next you may want to consider Battletech Campaign Operations, after all once you start creating and customizing your own mechs you will no doubt want to put them to the test and or combine them into their own lance or even add them as part of larger force in a campaign. The content of Campaign Operations you will already be somewhat familiar with as you have already used parts of the rules in the Starter Book campaign scenarios assuming you are following along with this guide. This expands campaign rules to completion and gives you the rules for force creation and the many details around getting ready for a campaign either of your own creation or one of the many published ones. This book includes many custom rules that you can start including in your game like special mechwarrior abilities, featured in the core box sets (see mechwarrior cards). Having the core rules for running campaigns really is getting into the advanced form of the game, while you can still maintain that Lance versus Lance core gameplay.
After acquiring, reading and applying these books for the game you are no doubt going to be looking to exercise the many available options to actual gameplay. By the time your through here you will likely have customized mechs, created some of your own, created a force, unique Mechwarriors, maybe even defined some core narratives about your force like what house they work for, or perhaps they are pirates or mercenaries. This is all well and good, but now you want to start using what you have constructed as much of what is in these two books is prep work.
This is where my final recommendation of Part II of this guide comes in and that book is Battletech: Total Chaos.
Battletech: Total Chaos is a two prong book. First it is a review of some information you have already learned in the Starter Books and the Battletech Campaign Operations book. The information here is added here because strictly speaking you could just use this book in the same way you did the Starter Book, in many ways its self contained but with the Techmanual and Campaign Operations book, you can tackle the many campaign scenarios available here with your own created forces and manage them throughout the campaign. Which brings me to the second prong of this book, the campaign scenarios.
There are several here and really its really a pure gold mine of content designed to provide you with hundreds of hours of gameplay in unique battles populated by some of Battletechs greatest hits of history. This book is like a dozen starter books in one, though the scenarios are more challenging, more dynamic and in many ways more complex.
One issue with this book and really with most Battletech books that deal with campaigns and scenarios is that they make a lot of assumptions about what sort of other content you might have in your possession. For example maps. Maps is something you really want to acquire as those 2-3 that you have that came with the starter and core set are not going to be enough to replicate the scenarios present in this book. You will want to acquire more maps and really map acquisition is something of a thing with Battletech. They aren’t readily available and there are many of them that you need so often you will have to proxy or use estimated (similar) maps as the ones called for in scenarios. Suffice to say you want variety. Thankfully paper maps work just fine with Battletech, in fact, most players will eventually prefer them simply because they take up less space on your shelf. Acquire as many as you can get your hands on and try to get a variety of locals and regions so you have variations. There are many fan created maps, google is your friend in this case.
Ok that concludes part II of our guide, I hope it has been helpful. In part III, we will continue our guided tour of Battletech into more complex and higher level play, as well as explore some setting books to fill out your collection.
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