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Battletech Interstellar Operations How To Play InThe Advanced Rules in Tactical Operations cover things like how to play in a blizzard-tornado during an earthquake, when to turn a dying Mech into a deadly fireball, how to build a Star League-era super-fortress, or other general expanded rules for gameplay, most of which either are rare enough not to feature in the main rulebook or typically bog the game down too much for usual play.The Advanced Units and Equipment in Tactical Operations include construction rules for railway vehicles, satellites, large naval vessels (naval as in actual-water, not black-water, as the space-going WarShips are in Strategic Operations), mobile structures, artillery, unusualexperimental BattleMech weapons, more types of alternate ammunition, more types of armor, supersized engines (a 500 XL engine weighs more than two Atlases), extra extra light engines, torso-mounted cockpits, etc. If you play a lot in those eras, then, the Advanced Units and Equipment half of TacOps may prove useful. I just started to get back into the game (kickstarted the Clan Invasion), and I was wondering what to buy. It sounds like Tactical Operations has stuff in there from the older Maximum Tech and Advanced Tactical Handbook books, with newer stuff too level 2 Original Poster 2 points 1 year ago Im a sucker for the time frame just before the Clans show up, I really dig the 4 great houses duking it out.which means I can probably skip the Advanced stuff. Thanks. Continue this thread level 2 1 point 1 year ago My favorite why is this a rule is the rules for mechs climbing up sheer cliffs like mountain climbers. In my humble opinion though, Total Warfare TactOps Campaign Ops Alpha Strike is a winning combination. ![]() I also personally think the Campaign Operations and Alpha Strike are great for when you need assistance laying out a campaign that isnt detailed in a scenario book or if you had a humongous battle that needs to be resolved in an afternoon as a result of a campaign event. I like the current Battletech RPG though it is lackluster in some areas. Continue this thread level 2 1 point 1 year ago Thats a really great breakdown. So which of these items would I need to run a narrative GM-based game where the players all run a small mercenary company (12 mechs) I would use ATOW or the upcoming MW: Destiny for the RPG component, and probably Alpha Strike for mech combat (as its faster than standard BT). But where would I find rules about repairs, supply, making payroll, getting contracts etc. Continue this thread level 1 3 points 1 year ago This is literally just them splitting a 400 page book into two 200 page books. If you already have TO then the reprints would be just incorporating the errata. The second is that the two books are serving two different purposes. Advanced units and equipment gives you more toys to play with, while advanced rules gives you more simulation aspects for people who really want to model things as accurately as possible. The Battlemech Manual includes rules for Ejecting from a Mech. Kinda makes me wonder if we might get a new Battlespace Manual (Space CombatWarshipsEtc. Continue this thread View entire discussion ( 23 comments) More posts from the battletech community Continue browsing in rbattletech rbattletech Welcome to battletech 14.8k Members 11 Online Created Oct 28, 2008 Join help Reddit App Reddit coins Reddit premium Reddit gifts about careers press advertise blog Terms Content policy Privacy policy Mod policy Reddit Inc 2020. All rights reserved Back to top Cookies help us deliver our Services. By using our Services or clicking I agree, you agree to our use of cookies.
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