Classic Battletech: Moving you with my Song
Previously
on Classic Battletech: The Itano Circus came to town, we talked
missiles, cluster hits and shooting in general. Today we take on a
request from one of my players; movement. Their brief was simple:
Make
it simpler, get rid of hexes.
Can
do boss. Not that I have any massive problem with hexes. They are a
very Battletech component of the game, but not so much that I think
replacing them would be removing a central pillar of the game. Plus
taking it off the maps (as lovely as they are) does give me license
to do something of a deeper cut into how the movement system works.
So,
how does movement work in Battletech?
Every
mech (and vehicle and drop ship etc etc) in Battletech is built
around an engine and every engine has a rating. The more powerful the
engine the heavier it is and the bigger and heavier the mech the
bigger an engine it needs to move it. Small mechs throw out
everything including the kitchen sink to get as light as possible so
they can go like the proverbial off a shovel. Big mechs use huge
engines to barely move at all as they lumber along, weighed down by
armour and big guns.
Every
mech when they want to move generates a number of Movement Points.
Each movement point lets them move forward a hex. If they wish to
turn each hex side they turn costs one movement point.
Hope
you enjoyed the simple break down, from here on out it gets
complicated. Not that it doesn’t make sense, but there’s a lot to
remember. Going uphill or down hills costs extra MP, so does moving
backwards, or into a forest, or down hill. If your mech decides to
wade through a river you’ll pay for entering the water hex and also
the step down into the river.
Again,
it all makes a kind of sense, but everything has a different value
and remembering them all is… Ugh.
Oh,
you can’t walk backwards uphill. If you run on a road you might
slip and fall. That’s before we even discuss running or, god
forbid, Jumping. The issue here is there’s too many rules and
exceptions and different numbers to keep track of, so let's cut
through it and try and find some basic, simple rules to make life
easier for everyone.*
The
first is to make a simple conversion:
1MP
= 1 Hex of movement = 1” on a game board.
This
keeps everything in line as it also converts weapon ranges into
inches.** The second step is to simplify the taxation for moving in
unusual ways, by making everything cost the same: 2MP
Why
2MP? Well it’s arbitrary and largely comes from unit turning. See
on a hex grid a complete 180 degree turn costs 3MP, in theory any
system I can make should do the same, but that’s a big tax if you
apply it to every turn,*** and that is before we even get to what
defines a complete 180?
2MP
is enough for an Assault Mech to move into a forest, for example,
which brings me to the other change: MP is taxed when entering a
piece of terrain or climbing up a level. Moving down a level or
moving into the open is not taxed, similarly staying in terrin and
moving around doesn’t incur the movement tax. This is mostly to
stop damaged mechs from becoming quagmired in forests when they no
longer have the MP needed to move around them, but also to stop
assault mechs from having to treat any kind of terrain as effectively
impassible.
Part
of my thinking behind this is that each mech’s movement can be
treated as the strategic positioning component of their turn, with MP
representing not just the raw horsepower of the engine they’re
running, but also the thinking time required to use it. Entering a
forest or climbing up an escarpment require more focus and time and
as such cost more MP over the course of the turn.
So
what else could this time be used for? Let’s talk about Support
Actions.
During
this movement each mech may use one Support Action. This is an
addition to the rules to smooth out some of the kinks. For example
Running (or using Flank speed) is a Support Action and because of
this running, and gaining position, is a choice you make as opposed
to doing something else like using a Beagle Active Probe, for
example.****
The
idea is to create tactical choices and from them drive more varied
gameplay. As the current iteration of Battletech exists the only
limitation on moving is Heat, maybe. If you’re a Light Mech you
want to run every turn, if you’re an Assault Mech even your run
isn’t going to help you dodge much fire, but the idea of being able
to use that choice for something more interesting appeals to me.
Now,
I’ve been putting this off, but to close out I want to talk about
facing.
I
feel like this will be one of the more controversial decisions, but
with a shift away from hexes the issue of facing has become more
important. Classic Battletech has four facings, effectively all
weapons could fire forward (or whichever way your torso was twisted)
and weapons on either side could fireroughly out to the side but not
to the other. This left a wedge to the rear of the mech where
incoming shots had a chance to hit the vulnerable rear torso armour,
a tactical advantage, especially against heavier mechs.
Managing
this on hexes is quite easy, there’s clear lines to help guide you,
but on a tabletop is a different matter. I did consider facings,
angle of attack, even templates to help decide what was and wasn’t
an attack in the right arc, but in the end I came down with a 50-50
split. Literally.
The
Mech’s front arc is anywhere covered by the front three hexes of
its base, effectively the front half of the model. The mech may fire
any of its weapons against enemies in its front arc. An attack will
hit a Mech’s rear armour if the attacker is wholly within the rear
arc of the mech. Wholly is important. If a mech’s base touches that
imaginary half and half line then the defender has the right to
allocate hits to the front armour.
It’s
a little janky, but let me explain that there is some method to my
madness. As you’ve seen almost all of the changes, tweaks and cuts
I’ve made in the rules have been with the intention of making
things faster, easier to read and more accessible. It’s my hope
that with a simpler arc system means that players are always informed
about where there arcs are, where they need to protect themselves and
(with the simplified turning) can make the moves needed to protect
themselves from the increased chance of back hits.
So
there’s a basic overview of ground movement and my thinking around
how it’s going to change. The once movement type for ground units
not discussed is Jumping which I’m still thrashing out but is most
likely going to have a placement mechanic.
Next
on the big ol’ to do list is sexy, sexy initiative and after that
we’re finally going to get to probably one of the biggest changes:
Pilots.
See
you then!
-JP
*So,
fair warning, these rules are experimental and not fully playtested.
If you find something you like then that’s great, but be under no
illusion this is a first draft of something that might work.
**It
does however throw up two problems, which are line of sight and where
to measure from. Where to measure from when drawing lines of effect
is easy in theory, we default to the base as this is as close a
facsimile as we have to the original hex, except of course that not
all bases and sculpts are the same. Line of sight has similar issues.
In Classic Battletech hexes have their heights written on so you
always know if your shot crosses terrain. Things are much less clear
cut on a game table and there’s only so much you can write into the
rules to foil overly litigious players who just want to spoil
everyone’s fun.
***My
two points of reference were the ridiculously fast Snow Fox and the
incredibly slow Annihilator, which with 4MP a turn if it runs is…
Yeah.
****This
really is pending playtest. Asking a Light Mech to choose between
running and performing their scouting ability is a hard choice, as
for light Mechs speed is key to their survivability. There is an
option with Mechwarrior Perks (another idea to be implemented) to
bring in the option to do both as an ability, but it depends how
essential that ability would be. If Light Mechs can’t survive
without it, it’s likely that the ability is needed for everyone.
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