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First Night with Warmachine – Horde

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.

Twilight Imperium is, in a word, the best board gaming experience available in the market today for the veteran gamer. I have been searching for a miniature game cousin for a long time but am yet to find something that is a satisfying miniature game equivalent.

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.

This is the image that sold me on the Trollbloods, a mere taste of the amazing Horde faction. A hobbyist delight!

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.

in the core set alone you had to paint a shocking 24 largely identical skeletons just to get half an army on the board. It’s painfully tedious and is in large part the reason I never got a fully painted army to the table. Sorry, it’s just too much of the same thing.

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.

The Troll Bouncer has an armor rating of 19 with its shield and can take damage from any ranged hit for your units in a 3 inch radius making him a great guard to protect your more vulnerable assets on the table. Plus he looks amazing!

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.

As a miniature gamer I’m no stranger to thick rulebooks, but even as far as miniature games go, Warmachine/Horde lays it on pretty thick. This is a game with a learning curve and you have to brace yourself for it.

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.

The fact that Warmachine/Hordes has cards for each unit for easy reference is a blessing but when you have a 75 point army in play, you are effectively going to have a deck of cards to represent it all. Becoming an expert player that remembers what all units for all factions can do is physically not possible for most people.

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.

This heavy warjack comes in the starter Battlebox for the Cryx, he is mean and bread for a fight. Not something you ever want to go toe to toe with.
The Troll Axer is no push over, but much of his strength is built into his synergy and purpose, rather than straight stats.

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.

Re-Review: Looking Back

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

Russian Railroad is a very pretty game and while it has a week connection to the theme, mechanically its very deep and interesting.

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

There is no denying its visual appeal, its bright, colorful. Its easy to get gaming goggles.

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

One of my beefs with Le Havre is that despite the its dynamic nature it and simple complexity style design, it has a pattern that becomes apparent and rather predictable after several plays.

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

There is strategy on many levels in this one with a lot of dynamics, it really has that infinite replay-ability thing going for it.

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.

A Guide to Battletech: Part III

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.

Without question one of the most essential books in the Battletech line up may be the one to avoid as it’s a major departure from the core reason to play Battletech, giant robots!

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.

Without question the Historical volumes of which there are several, are some of the most fun fluff reads for the game. Even if you don’t play Battletech and just like the universe these are worth buying.

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.

The turning point books are without question the best bang for your buck in terms of giving you a great reason to play, aka, campaigns.

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.

If you want giant robots, Warmachine has plenty and you will find their models to blow anything ever made for Battletech out of the water. It’s a superior game in every conceivable way and its no slouch when it comes to rules depth. It’s modern, but it’s modern for high level gamers.

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.

A Guide To Battletech – Part II

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.

It’s not the best cover art I have ever seen, but the content of this self contained book is fantastic and its tailor made to produce a great scenario campaign experience for your first endeavor into the world of campaign play.

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.

The Techmanual is one of my favorite books as its the key to customization and creation of your own mechs. Think your smarter than the engineers of the 31st century, here is your chance to prove it by building your own mech!

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.

You probably won’t use all of the content of this book all at once, but it offers you key rule system and become a quintessential book for using other campaign/scenario books. It’s really a must have for your collection.

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.

Its best described as a campaign scenario book, populated with some tough challenges even veterans would struggle to rise to. It’s a great book that you can get a lot of hours of entertainment out of.

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.

Buy, print out and collect as many maps for Battletech you can. There are is a literal crap ton of official ones as well as fan made ones.

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.

A GUide To Battletech – Part I

I have developed a great love-hate relationship with Battletech The Game of Armored Warefare. On the one hand its an amazing tactical simulation of giant robots fighting it out in a science-fiction future (what could possibly be more awesome than that). On the other hand it is miniatures board game franchise that can only be described as a complete cluster-fuck of jumbled information, literally stacks of books with little to guide you through the material you might want or need to play the games countless levels of complexity. Now blaming a game for having a lot of content is not something I want to do, I love content, but it’s quite tough to know how to navigate it all and its to this order of acquisition and absorption of material this guide is dedicated to. I want to help new players come to terms not just with what the material is, but what is a good order in which to acquire and read it.

In short, once you get your starter set or your box set, you will begin to explore the games option as all good gamers do and there is much to explore, 35 years of books, miniatures and content. You will get very little instruction or guidance from Catalyst Game Lab the current overseer of the franchise. There are some basic overviews, but very few quest arrows if you get my drift.

As I have recently gone through the very painful process of deciphering the games very cryptic codex of books and content, I thought I would use the white space on my blog to pass on that knowledge in hopes that the next person to come along trying to figure out how Battletech works beyond the basic sets might find the experience a little less painful.

The Starter and Box Sets

The first place any new gamer should start when it comes to entering the world of Battletech is the Starter and Box set for the game. There really is NO OTHER OPTION. If you can’t get the box set due to unavailability (a very likely scenario), do yourself a favor and wait for a reprint. Entering the world of Battletech in any other way will be an infuriating and very disappointing experience. In fact, one of the key issues with the franchise is that aside from the starter box and core set, everything else in the entire codex library is made for not expert players, but veteran masters. There is very little in the way of intermediate entry points between the box set and the remaining line of books. In essence you go from elementary school football on the playgrounds, to the NFL Superbowl.

That said, the Core Box sets of which there is currently two (Starter and Core), will teach you to play the game on the most basic level possible, which in the case of Battletech is the Mech vs. Mech or Lance vs. Lance (4 mechs vs. 4 mechs) game. This gives you the foundation you need to understand Battletech and by playing these sets of scenarios you will get a taste of what is possible as well as the general groove of the game. It should be enough to come to the conclusion as to whether or not Battletech is for you, but it should be noted that the core set is to Battletech, what finger painting is to art. A humble beginning, just the tip of the iceberg if you will. This rabbit hole goes very deep.

In Battletech the ERA in which you play (The time period in the game world) makes a huge difference to the game. The current core set is based in the year 3025, a period known as “The Succession Wars”, the Third Succession War to be exact. This is important if you care about cannon plot, but it’s also critical to the balance of the game.

One thing that is not really mentioned anywhere is that the Succession Wars in which the core box is set, is a time period when the technology level is relatively low which means the mechs have basic types of weapons. As the Era’s progress, so do the types of mechs and weapons available, which means that a Heavy Mech in the succession wars era is a very different beast than one in some future era.

When you are starting, that is just something you want to keep in the back of your mind and is also a consideration when choosing which expanded products you will purchase to support your game.

Its also important to note that the miniatures of the game are “rough estimations” and not exact units. Another words, they are playing pieces and while there are specific miniatures you can buy to represent specific battlemechs, generally this is a hobby preference and not a requirement. In reality in the game of Battletech there are literally hundreds if not thousands of unique units, Battletechs and much more and as you progress to higher tiers of play you will realize that unlike other miniatures, its not possible to collect “the set” or “be a completionist”. What mech you have is on your Battlesheet more than what miniature is on the table representing that mech. Think of it more like a role-playing game. If you have a mage elf, any mage elf miniature will do as a representation.

As such a Locust and a Jenner are similar enough that they are interchangeable mini’s and you will find that even if you collect miniatures you will very often resort to using proxies like this or more often cardboard stand ups or for convenience which notably come with your box set and you will likely find yourself printing out or acquiring more to facilitate your game. I guess the point here is that Battletech is a boardgame first and a miniature game second, the miniatures are fun 3d representation on the board but, this is a tactical game and you will spend far more time reviewing your battlesheet (your battlemechs character sheet).

Taking Your First Steps Beyond The Box Set

The Battletech universe is an extraordinary and rich setting with countless unique events, wars, people and places represented by 35 years of books that have been written for the game. Taking your first step outside of the core set can be daunting, but in effect you have two main paths. Rules or Story.

The Rules path which I will talk about a bit later is defiantly worth considering as the expanded rules for Battletech are exponentially expansive driving deeper and deeper, to a point of extreme excess, yet resulting in a very fulfilling enrichment of the game.

That said, I strongly advise you go the path of story first and the reason is simple. All of the rules material generally assumes that you have a strong working knowledge of the Battletech universe and I really wish someone had told me that when I started. You won’t find a word printed in any manual that doesn’t make a lot of assumptions about your understanding the setting, in fact, Battletech has a crap ton of terminology and concepts, without the background of the setting its increasingly difficult to decipher the material so as a first step I strongly recommend exploring and absorbing the Battletech universe first.

For that I recommend you start with the Battletech: Universe core book. This roughly 50 page book will take you through the history of humanity in the stars from their humble beginnings as explorers of space to the year 3067. It will explain core concepts, technology, the organizations and much of the terminology of the game. This is not a complete history of the Battletech universe (far from it) but it will catch you up and give you the necessary background to take the first steps into what is a much larger world. More importantly it will bring you to where you are with your box set history wise in great detail which I think will both enrich your experience for the games you are playing and make choosing where you go from here much easier.

This book covers a great deal of the history of the Battletech Universe, aptly name I think before you consider buying more rulebooks to expand your game, you should really consider reading this first.

If you want to go further down the story rabbit hole, I would recommend the individual house books though I would consider this a luxury and not really a necessity. The material in the core set and that of the Universe book give you a fairly good feel for the houses, these house books really are just icing on the cake. These books give additional details on the history of the Battletech universe, but they do so from the perspective of the different major factions of the game world which includes some of the key conflicts of the game involving the houses. Many of these conflicts are further detailed out in focused resources so if you find one you like, odds are you could play through that conflict in a campaign using one of these focused books (more on these focused resources later).

House books also bring in some rules, which if you have followed this guide so far should largely be ignored for now, but may become handy if you decide to for example represent one of the houses in a campaign. You will also find a lot of information about the preferences and structure of the different kind of units house uses, which plays more to the tone and cannon of armies you might be constructing later if and when you get into running campaigns.

For the miniature hobbyist, the house books always include insignia and give you direction for color schemes and for the role-players, their is ample information for generating back stories for characters from a particular house. Really great, albeit very specific resource.

Taking The Next Step

Once you have played a few matches with the core rulebook you may start to envision the creation of your own mechs, making alterations to weapons systems for your favorite or looking for some unique scenarios, perhaps even getting into running the game in campaign mode as the quick rulesbook from the core set talks about briefly. In Battletech there is a book for everything and the detail on any given subject is extensive and while you might see it as a fork in the road from this point, I don’t believe it really is.

The goal of your battletech experience should be that of a gradual layering of content, rules and expansion so that you can get your head around the games extended material, but if you take the wrong fork you will find yourself reading books that reference material from other books you haven’t read yet (a common practice in Battletech) and making the assumption that you have. This, in a way, is part of the problem with the Battletech franchise as a whole, it makes a lot of assumptions about what you may have read so far.

The next real step to take is to get the Battletech Manual. You might be tempted by other core rulebooks, most notably Battletech: Total Warefare but as you have just learned how to play Battletech with Battlemechs, dragging the rainbow of other units from Protomechs, to Aerospace units and all the rules weight that comes with these combined arms rulesets works under the assumption that you are already crystal clear on the advanced rules of the game. Total Warefare presents these rules to you, but in my opinion, it does so with equal measure, giving as much weight to less exciting units like ground forces and tanks as it does to the unit that made the game famous, Battemechs. To me, Total Warefare is something for consideration later down the line and may indeed never make it on your plate. The Battletech manual on the other hand, I would consider an essential book to playing the core game.

The Battletech Manual is focused on the rules of the game and specifically as they apply to Battlemechs, its a natural next step after getting to know the Battletech setting and wishing to expand the rule set in a gradual way.

The Battletech Manual is really just an extension of and the complete rulebook for Battlemechs you have already learned and as such I think its the next logical step.

Battletech Total Warefare and The Battletech Manual cover much of the same ground, though the Total Warefare books gives equal letter count to other types of units like ground forces and tanks as it does to mechs, where the Battletech Manual focuses exclusively on Battlemechs.

In the Battletech Manual you will find complete rules as they exist for running Battlemech scenarios & fights, including all of the expanded equipment from the large array of Eras as well as more thorough and exhaustive rules for the game as a whole. After familiarizing yourself with this book and playing it using the full rules a few times you will have leaped into the larger world that is Battletech from a logical point and much of what you might read after this book will make a lot more sense.

I don’t think its unfair to say however that once you have the Battletech manual and the Universe Book, you may already have everything you will ever need to enjoy the game. All books from this point are generally very advanced and work towards creating larger and more grandiose experiences, but simultaneously pulls away from the core of the game that you have learned to play with the core set and this book (Battletech Manual) as well as the star of the show, Battlemechs.

Its really a question of how much complexity and detail you really need to enjoy the game and how far you want to expand your experiance. For most people I would say the adventure from here isn’t one of exploring the rules, but rather exploring the setting which coincidentally would continue to add optional rules, but would not necessarily change the feel and track of the game as you have learned it to this point. I guess what I’m saying is that, for a couple of friends who want to get together and have robot fights and that is exciting, adding anymore of the core rulebooks is really not going to improve that type of experience any further. Enhancing that experience might come in the form of finding interesting scenarios and battle situations instead or perhaps more relevant would be to add more story and setting information to your table to give the fights some relevance and context in the scope of the worlds setting.

Expanding Your Horizons

After getting the Battletech Manual and getting even more intimate with the core rules of the game you will have probably generated a few questions. One I’m certain off is trying to come to grips with the difference between “The Boardgame” and “Alpha Strike”. After all you got those Alpha Strike cards in the core set and you don’t use them in the board game.

I don’t think it’s a decision point as you could very well play both, but there are two conceptual differences between the board game and the Alpha Strike way to play the game of Battletech and a plethora of rules differences.

The first is that Alpha Strike does not use a hex grid map and is instead played on custom terrain like a more traditional miniature game. Secondly Alpha Strike allows for larger forces to be used in a game of Battletech while not increasing the time needed to play. The Boardgame is typically a Lance vs. Lance (4 vs. 4) fight, while Alpha Strike can handle a lot more in the same time scope. The sacrifice here is some of the details of tactical combat, things are a bit more abstracted.

Alpha Strike turns Battletech into a more traditional miniature game, creating more abstracted rules for Battlemech combat so that you can field more units without extending the time to play the game. It does of course require considerable effort in setting up the terrain and requires more space to play.

For the remainder of this article I will work under the assumption that you want to play the boardgame given that I have no experience with Alpha Strike, I can’t comment one way or the other on its qualty. What I do know is that I enjoy the detail and smaller focus of the boardgame and this is how I choose to play it and as such, its what I feel comfortable offering advice on.

None the less should you choose to play using Alpha Strike rules, I would imagine much of the advice up to this point would apply just the same and potentially moving forward it may very well continue to do so.

Some creative players combine the 3-dimensional terrain with the hexagon grid allowing them to play the standard board game while gaining the benefits of a highly visual table top of classic miniature games enhancing their experience.

To me the next logical step for exploring Battletech is to create some context for the fights you are having. Scenarios and one shots are fun, but given enough of them you are eventually going to find that they feel a bit repetitive and in a way the entire Battletech franchise is built around the idea that players will be exploring new challenges on a regular basis. Many of the books created for Battletech make this assumption and as such offer unique challenges and experiences. The only real question is where to start.

Personally I think before seeking out scenarios and unique source books there is one additional stop that should not be missed. I strongly suggest picking up a Technical Readout Book, in this case The Succession Wars: Technical Readout which will introduce you to a whole bunch of new Battlemechs in the era your box set is based as well as giving you more narrative food for the mechs you have already been playing with. The Succession War Technical Readout book is a great resource that really does nothing to add rules weight, yet it offers many new options and lots of narrative flavor, aka context.

Technical Readout books are generally just a list of all the different types of military units, mainly Battlemechs that are available in a given era or period of Battletech history. The Succession Wars covers the era in which the box set is set in as such you should find all of the mechs you received in the box set in this book, as well as alternative models for them.

You will no doubt find new mechs you want to try as well as alternative versions of mechs you already have and so naturally the next thing you will be asking yourself is “hey, where do I get the record sheets for these mechs”.

The answer is simple. You can simply photocopy and print the blank mech sheet that comes with your box-set and copy the information from the Technical Readout or you can pick up a 3rd party tool designed to provide you with every record sheet for every mech ever released as well as the ability to create your own. Sounds good right. You can download the tool and I highly recommend it as a major time saver. What I don’t recommend is buying record sheets, this is just pointless, its like paying for someone else to fill in a character sheet for you, its madness! Save your money for something more useful.

That concludes the first part of this article. Look for part II coming to you soon where we will tackle some more advanced topics and resources available for Battletech the game of armored combat.