In case you may all be wondering, yes, the “no plan survives contact with the enemy” adage is a brutally applicable one in all areas of one’s life. In my case, after a pandemic-delayed, top-to-bottom home refurbishing project finally saw me put the finishing touches on a dedicated entertainment/hobby/gym area I’d been dreaming of since childhood, my wife and I decided to have a baby.
As you do when your casual, carefree existence simply becomes too much of a good thing.
Needless to say, my long term hobby plans suffered a swift kick to the nads, turned tail and pretty much vanished for a good few months. And I’m still a bit sore.
But, things started making sense again about one year on from the happy event, and I once again turned my attention towards abandoned projects, unopened Kickstarters, and work in progress paintjobs… only to realize I didn’t really have the drive, let alone the time anymore, to really do them all justice.
While I’d spent most of the time from early 2018 to 2022 scheming and dreaming about sprawling, hours long battles featuring hundreds of miniatures as lavishly and carefully painted as the terrain they were duking it out over, I found myself in a slump in terms of actually bringing all of those dreams to fruition. A big part of it was obviously the acute lack of time to get into something like that anymore, but soon enough another realisation came: why should I spend dozens of hours effectively toiling away without gaming, when I could get to the latter point much faster, enjoy it much more often, and end up with a much better experience on the other end of it?
Enter: the skirmish wargame.
Reduced model count? Check.
Reduced rulebook page count? Check.
Low time investment on both prepping and playing? Check-check.
Battletech is only one of many such examples that I hope to tackle in future articles (Frostgrave, Forbidden Psalm, and the upcoming Verrotwood would be just a few I’d like to touch upon), and it seems there are more of these popping up every year.
The big name brands as much as the indies have been pushing in this direction for a while now, with anything from the behemoth Games Workshop (Warcry, Kill Team, Underworlds, and more recently Boarding Actions), their cunning bastard son Mantic (trimming the entry point to their Kings of War series with the Ambush boxes), to the FFG/AMGs of the world (X-Wing, which is, for the most part, a skirmish in my estimation) featuring games with a low model count, low barrier to entry, and quick-to-play modes or overall design doctrines.
Catalyst Game Labs has done exactly that, and how! The longtime-defunct-now-ever-present Battletech IP is found pretty much anywhere from Barnes and Noble to the digestive tract of Nile Crocodiles as far as I can tell. And with another Kickstarter coming right up after a (drawn out, but still) successful first outing, which I own a sizeable quantity of and will be diving into, it’s safe to say Battletech is a winner in the skirmish arena.
I won’t get into the lore of the whole thing at this point. Nor ever, since I’m still not as up to date as I’d like to be on the absolute metric gigatons of content there is to this futuristic mech combat game in its many incarnations over the decades. I would like to say that what I’ve managed to read and digest via other means, namely the BlackPantsLegion Youtube channel, has been music to my jaded ears, and I loathe not having discovered the IP as a kid, when I would’ve had the time and thirst to dive headlong into it, possibly bankrupting my parents in the process.
Ah, what could’ve been…
In any case, the focus I’d like for this series to have deals mainly with what I believe make these games not only successful, but also what should make them primarily desirable to those of us that have less than copious amounts of time to divert between multiple leisurely activities.
So, with that gargantuan preamble out of the way, let’s expand upon the things I feel push skirmish games in general, and Battletech in particular, towards the top in terms of what could be your one wargame of choice. Hey, maybe even two wargames of choice if you can shove them in between diaper changing and flashing back to traumas from your own childhood.
First and foremost, let’s talk about cost.
There are a couple very bare-bones beginner boxes available for Battletech at the moment, featuring the absolute minimum you need to get a taste of the head-to-head mech combat on offer. And they’re dirt cheap. You can get the one I first owned right here on Frontline Gaming, for an absolute steal, in fact.
With these boxes you get 2 minis, a two sided map, map overlay tokens, a rulebook, some standees, mech sheets, a short novella, mechwarrior cards, and some all-important d6s to math it all up with another friend. Unless you like to go at it from both ends, and I won’t judge if you do swing that way.
Now, while it’s true that this doesn’t seem like much in terms of tangible content, I can vouch for my first every Battletech game (all the way back in 2019) using nothing but the contents of the then-only starter box to play and ending up being an amazing, event-filled, condensed wargaming experience the likes of which not many others have managed to offer on an intro level before or since. And the standees you get mean you can try out larger combats before plunging into getting more minis, which is a plus in my book.
Expandability is a next logical step for wargames, and the availability of items is also a big thing to take into account, and like I said, you can’t shake a sweaty clanner’s tank top around without hitting a starter set, beginner box, clan starter, salvage box, or technical readout. The stuff is EVERYWHERE – yes, including Frontline Gaming – and for good value, with books, maps, and boxes hovering in the $20-50 range, and offering beaucoup bang for your buck as far as I’m concerned.
Then, there’s the matter of time you actually spend with the game, both at and away from the gaming table. We’ll call this the prep-and-play.
Now, I love me a kitbash, but there’s really not much you can do with these beautiful minis to make them unique other than conjuring up a cool paint scheme, thematic to the lore or not. The mechs are one solid hunk of plastic, come fully assembled and (firmly) attached to their bases, and are pretty much a prime, speedpaint, and highlight away from taking the field in grand fashion. Multiply that by four or five, which is the regular number of minis you’ll be fielding in most of your games (that four-to-six models is a sweet spot for skirmishes, in my opinion), and you’ll see there’s really not that much you need to put into the prep of this, at all.
Once the play starts, the level of involvement in wargaming may slant in favour of those who’ve done this once or twice before. It’s not necessarily that Battletech is an inherently difficult system to wrap your head around, it’s just that there are a lot of modifiers to keep track of when first playing, so those with a bit more experience at it may benefit. I may have some pointers here once I start delving into it proper.
In the end, the game is modular enough that you can start off with a lighter rules variant and then add stuff on (like weapons heating, critical hits, etc) as you please and as you gain more experience, which is also a staple of what I think makes a good skirmish.
To jump off that last point, and to contrast with other skirmishes or indeed wargames, Battletech offers A TON to bite into even at its simplest, which was awesome for me to see when first trying to get the hang of it.
Overall, I’d say your initial confrontations will run north of three hours, with more variance depending on your chosen model count (you level things out here by mech tonnage, which I think is a really fun concept) or Battle Value, era, etc.. But once you get a couple games in I’m fairly confident a game can be played in around two hours or so if both players have their heads and hearts into it and remember their GATOR (more on that at a later date). This is still a good chunk of time, but not that bad, all things considered.
Further, you can try playing objective-based scenarios which generously cut down on playtime by calling a game finished whenever something specific happens, and which give you more direction than an outright destruction derby focus.
It’s also worth hammering home that prep time is seriously sped up here by the availability of pre-printed hex maps that you can just throw onto the table and start playing on. For those of you that lean that way, think how great the pre-printed Memoir ‘44 scenarios were for majorly cutting down on setup and letting you get to the gameplay faster. Battletech does that right out of the box
Bear in mind that I’m speaking of 1v1 games here, as I’ve never really managed to move past this count and into the 2v2s or 4v4s that many people are raving about online. That raving means the game also scales well, which is another plus, but I generally think of skirmishes as a purely one on one endeavor, so that’s how I’ll approach this all.
Finally, let’s talk about visual impact for a bit.
Let’s face it, we’re all in this hobby partly because we like looking at pretty plastic things surrounded by other pretty plastic, wood, and possible sand things. It’s a given.
Well, Battletech has that in spades with its sprawling hex based mapping that takes up half a dining room table (or more if you combine multiple maps), along with the little, mechy plastic beauties that unabashedly stomp all over it.
The maps are all (obviously) 2d, but you can add various 3d elements to them to make them pop even more and bring to the fore Battletech’s multi-level setups which have a bearing on Line of Sight and cover and the like. And with the rise of 3d printing you can elevate your battlefields’ looks to soaring heights with relative ease.
Then, the mechs themselves paint up amazingly, the detail is there for you to either go crazy freehanding on the multiple armor panels (or have somebody do it for you and focus solely on the gaming side) or just, as previously mentioned, slap-chop out a quick paint job and just let your little dudes have at it in blazing colours. There’s really no wrong way to go about it and you can be as invested or casual as you like because mechs will never not look good on a hex grid.
Putting it simply, I think Battletech is a shining example of accessibility, modularity, low model count, and high reward that characterises many current skirmish wargames out there today.
Even if you’re into the grand strategies and pitting hundreds of models against one another, it’d be a shame not to give it a right go and see how you feel about the whole experience, start to finish.
I’m planning on going further into the nuts and bolts of this mechanised mayhem in future entries, so watch this space if it sounds like something you’d like to learn more about, as I’m relearning a lot of it myself.
Thanks for reading, and have as nice a day as you deserve!
Written by Costin Becheanu
On the starter sets, there’s basically two options:
The Beginner Box https://store.catalystgamelabs.com/products/battletech-beginner-box is really aimed more for people without prior wargame experience: younger players, people coming to the tabletop from the MechWarrior video games, etc. As you touch n, it’s missing key mechanics like heat tracking and critical damage. It’s more of a teaser than a starter, really.
The actual core to the game is the A Game of Armored Combat https://store.catalystgamelabs.com/collections/battletech/products/battletech-a-game-of-armored-combat – which is essentially a shinier, prettier version of the original BattleTech boxed set from the 1980s. Its ~50 page rulebook is what the rest of the game builds on, but is a full and complete game of itself, including rules for mech construction. For people with tabletop wargame experience this is really where I recommend people start (going back and picking up the Beginner Box is worthwhile for the models and the map which are unique to the box).
Unfortunately, the game line does get messy and confusing to navigate from there, but if you/others want I can give some advice on how one can go from there.
You forgot to mention the Alpha Strike route to Battletech for an even faster and more familiar tabletop miniatures skirmish experience. The Alpha Strike Box Set recently released and is excellent. It comes with 13 miniatures, collapsible cardstock buildings and trees, tokens, core rules, etc It’s a legitimate complete starter set all in one box. For those not familiar with it, Alpha Strike is the more abstracted, generally less-mathy and user-friendly version of Battletech, while still providing a rich experience, just in less time.
And of course the super handy bit is that it’s the same models used for both games – and all the CGL plastic figures come with the unit cards to use them in Alpha Strike!
Man I was shocked to see Battletech played not on a hex map, how popular is that format?
Alpha Strike is pretty popular – unit data fits on a standard playing card size instead of a full sheet, various unit types are much less dissimilar than in BT so combined arms is much simplier, and of course it just plays a lot faster.
The flip side is you don’t get as much of the fine detail and crunch of BT, and specific units thus have less “flavor” over all – and there’s no “golden BB” for good or bad 🙂
The recently released Alpha Strike starter set is an S-tier product: Clan Star vs two IS lances, a bunch of fold up buildings and cardboard trees for terrain, and a 40-page rulebook that is everything you need to get playing with Mechs in AS. It’s very much the AS equivalent to A Game of Armored Combat, and from there you just step up to the Alpha Strike Commander’s Edition rulebook to get rules for everything else.
But do we still have the awesome robot with a million bubbles to fill in for damage? If not….not sure I can get into it, lol
Alpha Strike does not – just unified armor and structure tracks. But BattleTech is still the same game as you played back whenever.
AS is hexless by default, there are hexless miniature rules for BT for download on the BT website, but generally people stick to hexes. Makes terrain and such a lot clearer. Plus the new maps and especially the neoprene ones are *sweet*.
My play group never uses a grid.
Really? That’s weird, I mean I haven’t played in years but we only ever played on a hex in ye olden days.
BT’s original play was all grid based, but when the original Compendium came out it dedicated a section to 3D play which was excellent and made advanced rules for cover and elevation really come alive in an intuitive way. I think that is the basis for alpha-strike.
I love battletech and have almost all of the older materials from their original printings – barring the suplimental books on the famous units and great houses. This revival is terrific to see.
I just wish they had revammped the weapons/heat/armor to be more realistic, but they are a trade-off for play balance and strategy.
Also for those of you that are new – the original materials include what are now termed the ‘unseen’ mechs, which have been slowly reintroduced as the artwork is updated. Most of these come from the original 3025 TRO. They include mechs such as the Wasp, Phoenix Hawk, and Stinger whose concepts and art were originally borrowed (copied) from the precursive Robotech materials. The so-called ‘Vertech’ fighters made their way into the BT universe as the now stricken LAM mechs.
Additionally certain other chassis such as the Rifleman, Archer, Warhammer, Longbow, and Stone Rhino are essentially copied of RbT Destroids, while the ‘Ost’ mechs and Marauder were copies of the Zentradi battloids…
Just some fun facts for you newbies. You might be able to find some of the original printings of these TROs online, or at least the original images. I believe new art has been produced for most if not all of these models now.
Robotech had it’s own game with mechas, but it was much more role-play centric and the mech combat rules were far more complicated and unintuitive.
There was also the Battletech offering – ‘Mechwarrior’ which focused on roleplaying the life of a mechwarrior, or other denizen of the universe, and it had it’s own complicated combat system that was originally refactored into Battletroops for small scale engagements. The second edition of this streamlined further and used regular BT rules for most combat.