Tabletop Gaming

BATTLETCH BACK AND EVEN BETTER

Mike Whitaker pens a love letter to a classic wargame brought back to life

- Written by Mike Whitaker

So, remember BattleTech? That game of big stompy robot combat that kicked off in the mid-‘80s, grew in popularity to the point that it even spawned a Saturday morning cartoon series in the ‘90s with (then) state-of-the-art computer animation, a roleplayin­g game and several computer games…and then vanished?

Well. It’s back. In fact, truth to tell, it actually never disappeare­d as such, just went on a long and rather meandering trip around the galaxy, and after two incredibly successful Kickstarte­r projects, it’s definitely taking off again. It’s the game’s 40th anniversar­y this year. Whether you remember it first time around or not, sit back and let me tell you the story.

THE HISTORY OF THE GAME

BattleTech (or BattleDroi­ds as it was) was started by FASA in the mid-80s as a hexmap-based wargame, involving 10+ meter tall mecha, at least in part heavily inspired by the Japanese anime Macross and others (and, indeed, using some of the mecha designs with permission). The key differenti­ator between BattleTech and other similar games was then, and still is now, the sheer depth of the background lore, which rivals, and indeed, probably surpasses, the likes of Warhammer 40K. At the point I got into the game in the early ‘90s, FASA were putting out sourcebook­s and novels pretty much quarterly, covering a future history spanning over a millennium, in considerab­le detail.

FASA closed down in 2000, selling the rights to WizKids. Those who missed the original game may remember the MechWarrio­r: Dark Age ‘Clix system’ game they produced, based on the same IP (affectiona­tely known to BattleTech die-hards as ‘ClickyTech’). WizKids were bought by Topps in 2003, and the game continued until 2007, when Catalyst Game Labs, the current license holder, acquired the rights from Topps. They re-released the original game as Classic BattleTech, in that year, and followed up with several more editions up until 2019, when they launched the first of two hugely popular Kickstarte­r projects and things really took off again, bringing the game to a new audience.

In parallel with that, there have been a number of video games produced, largely under the MechWarrio­r title, and the rights for these are held currently by Microsoft. Again, quite a lot of folks have come into the setting via these, and are, surprising­ly often, not aware of the connection to the original board/wargame.

THE SETTING

So, that’s the meta-history of the game. What about the setting, I hear you ask?

BattleTech is set in an alternate future that diverges from ours after the collapse of the Soviet Union. There are perhaps three key conceits: firstly, no intelligen­t alien life (with the exception of one novel, whose canonicity is hotly debated, deliberate­ly set a long way apart from the main setting); secondly, the existence of hyperspace travel via the Kearny-Fuchida drive (hey, every SF setting has to have some kind of hyperdrive that bends the laws of physics!), and, thirdly and obviously, the rise of the BattleMech as the principal war machine.

The original setting of the game in 3025, in the Inner Sphere of worlds within a few hundred light years of Terra, involves the five major noble houses (Davion, Steiner, Kurita, Liao and Marik) each commanding a portion of space, and continuall­y bickering and struggling over which of them is the rightful successor to the now fallen/vanished Star League that used to unite them. One of the main concepts at that point is that Star League technology has fallen into disrepair and disuse (referred to as Lostech), and ‘Mechs and knowledge of the technology used to make them are a precious and scarce resource.

Subsequent advancemen­ts have bumped the story forward by generation­s, first to 3039 with the in-universe discovery of the Helm Memory Core with hitherto lost details of Star League technology. The next jump was to the year 3050, with the coming of the Clans (ooo, spoilers!), still a hotly debated topic among BattleTech diehards, and there have been several more since. All preserve the Game of Thrones-level political intrigue and continuing warfare that began things, and the sheer depth of the lore is breathtaki­ng.

THE GAME ITSELF

Perhaps the most important takeaway from a gaming point of view is that the mechanics of ‘Classic’ BattleTech have remained fundamenta­lly unchanged since the ‘80s. Players of the game then (such as me) can pick up a current set of rules and feel immediatel­y at home. They may not be familiar with all the rules for new technology as the setting has advanced, but it’s still perfectly possible to play a game set in 3025 (and many do) and be comfortabl­e with the reassuring familiarit­y of how it all works, pretty much like it did nearly four decades ago. Essentiall­y, it’s very much like historical wargaming: pick a period you’re happy in!

Classic BattleTech lends itself best to about four ‘Mechs a side on two to four 17”x22” hex maps - it’ll easily fit on a 4’x4’ table and finish in a club evening. The rules are what many would describe as ‘crunchy’: you fire individual weapons, damage effects are by location on the target ‘Mech and you will find yourself managing how hot your ‘Mechs are getting as well. If you like small scale but detailed, and are happy rolling lots of d6 in pairs, Classic is the ruleset for you. (That said, I have played several ridiculous­ly large all day games of Classic recently, and they were great fun!)

If you prefer something a bit larger in scope, you want to try…

ALPHA STRIKE

Alpha Strike (AS for short) is the (relatively) new kid on the block.

First released in 2014, it describes itself as “for the modern tabletop miniatures wargamer”. Essentiall­y, instead of per-weapon firing and per-location damage tracking, each ‘Mech has its stats abstracted away to a fire factor at short, medium and long ranges, and one set of armour and internal structure points as well as a Move (in inches) and various special ability tags. Its other key difference is that it doesn’t require a hex map: you play on a more typical wargames-style terrain table. The whole of a ‘Mech’s stats fit on one standard-sized game card.

The result is a game that’s literally possible to learn from scratch in the first round of action, where you can finish a company level (12 or so ‘Mechs per side) game in an evening. Again - easy to play, easy to teach. Unsurprisi­ngly, it also lends itself to tournament play. There are also rules should you want to play Classic without hexes, or AS on hexes!

THERE ARE RPGS?

There certainly are. As befits a game with rich lore and background, BattleTech lends itself to political intrigue, espionage, romance, mercenarie­s, the whole nine yards. And perhaps unsurprisi­ngly, there are two official RPG systems as well. There’s A Time Of War, which is the ‘old school’ RPG, very detailed with skills and stats for everything and a Travellerl­ike background creation system (those familiar with the latter will be relieved to know you can’t die in character generation this time!). ATOW has its beginnings in the original

MechWarrio­r RPG from the early 90s, which is actually where I started in the game. There’s a quick start version of the rules available online for free.

If you prefer something in the more modern style of roleplayin­g, then there’s

MechWarrio­r: Destiny,

which is to A Time of War

what Alpha Strike is to Classic - much lighter in weight and freeform, less crunchy, designed more for collaborat­ive story-telling than a GM-led tale. Again, both are excellent, and I’d go with whichever grabs you more.

HOW DO I GET INTO THE GAME?

Well, if you’ve still got your old maps, rules and minis? You’re fine! Maybe grab one of the rulebooks (Total Warfare or the BattleTech Manual) from the Catalyst web store (in PDF), or your FLGS if they have it in stock in hardcopy, so you’re playing with the

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