And yet if they could cram all that stuff into one easy-to-use place, I think it would sell like gangbusters, because a big percentage of gamers today don't have the time or the energy for a fetishistically detailed system like Classic BattleTech. But if you told them "hey, you can run a two or three lance (eg, 8-12 mech) game in two hours or less with these rules" I really do think they'd be a big hit. There's sort of a hex-based version of the rules in the starter box, which is a step in the right direction, but I'd be happy to buy a stand-alone product with these rules laid out in a neat, logical fashion.
So the reason I'm talking about this, is that my friend Britt is organizing a sort of campaign/league hybrid thing this summer, with six of us sort of loosely running the War of 3039, a canonical conflict just before the Clans showed up and ruined the storyline. Two of us, namely Darren and myself, met up at Hypermind in Burlington to play a little mindless 'kill em all' skirmish with the rules to get familiar with them. I'd played them once a few months ago at a demo game and immediately fell in love, despite my really atrocious job of running the recon lance I got assigned. Darren is an old BattleTech hand, most recently having played a lot of the MechWarrior clicky iteration of the game. Both of us threw together 100 Build Value (which QS uses instead of the classic tonnage system) 2-lance forces and lined 'em up on a 3'x3' mini-table (due to the Saturday crowding at the store from all die Kartenspeiler).
There's really not much to say in terms of an after-action report; with no objectives other than KILL and only a smattering of terrain, we did what you'd expect and formed several of BattleTech's trademark "Conga Lines of Death*" through the eight turns of the game. We found a few things we need to check into (like how a critical hit on Weapons is supposed to interact with the mechs that have some of their weapons broken out into separate entries, rather than the consolidated rating for most other mechs), and we also found out that ammo explosion and headshot crits are still a Bad Thing. We also did some playing with the melee rules, particularly charges and the fan favorite Death From Above. Some of these worked better than others, and frustratingly they both referred to a table in some portion of the book about 200 pages away from the Quick Strike rules. Gaaahh....
I also found out that my iPhone has a really astoundingly wide range of picture quality; at some point I need to find my little point-and-shoot and start carrying it to these things because while the pics look ok on the small iPhone screen they look like trash on the monitor here. Rather than try to salvage them I'll just append them all to the end of this post for the truly dedicated reader (and later I may even go through and shop in some tags or at least colored circles to distinguish the two forces, since we were both running the classic urban camo pattern of 'not painted yet').
* the "Conga Line of Death" is when one mech can get in the rear 60 degrees of another for bonus damage; frequently once one mech does this, an opponent can then do so to them, and then someone can do it to that mech, etc.
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