Difference between revisions of "Rules Level"

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==Also See==
 
  [[Rules Level/THB|Rules Level/THB]], [[Rules Level/BTC|Rules Level/BTC]], [[Rules Level/MT|Rules Level/MT]], [[Rules Level/BMR|Rules Level/BMR]], [[Rules Level/MTR|Rules Level/MTR]], [[Rules Level/BMRR|Rules Level/BMRR]], [[Rules Level|New Core Rules]] Game Play Rules Levels.
 
 
 
 
==Description==
 
==Description==
 +
BattleTech has various levels of play with scalable complexity as more advanced rules are introduced. There are variety of options for players of every skill level, from quick matches with very few units, to grand campaigns stretching over multiple theaters with combined arms warfare.
  
This page is built to depict the state of BattleTech Levels of Play dealing with the current Core Rule Books.
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==Rules==
 +
<div class="gamerules">
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===Quick-Start Rules===
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The [[BattleTech: Beginner Box]] contains a partial rule set which does not include many rules that could be considered too complex for beginners, like tracking heat, and limits turns to three phases: Initiative, Movement, and Weapon Attack. Though not phases as such, Resolving Weapons Fire and Determining Damage are also covered. Importantly, the GATOR acronym is introduced as a mnemonic device for completing attack phases. Combat is limited to [[BattleMechs]] only. It has superseded older quick-start rules, such as those found in the [[Classic BattleTech Introductory Box Set]].
  
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===Basic Rules===
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Published in [[BattleTech: A Game of Armored Combat]], this level of play is more complex, introducing players to heat management, piloting skill rolls, critical effects, and other core rules. It increases the phases to the standard six, introducing the Physical Attack Phase, Heat Phase, and End Phase. The rules are still limited to BattleMechs. The book also contain simplified construction rules for players to modify their 'Mechs. It has superseded older introductory rulebooks, such as the one included in the [[Classic BattleTech Introductory Box Set]].
  
==Quick Start Rules==
+
The rules in [[BattleTech: Clan Invasion]] could be considered a companion to the basic rules for [[Inner Sphere]] 'Mechs in ''A Game of Armored Combat'', as they cover more exotic Clan weapons and equipment, such as their [[OmniMechs]], their ritualized form of warfare, [[Zellbrigen]], and new units like [[Elemental Battle Armor]].
  
[[Classic BattleTech Boxed Set]], this is a partial rules set and does not include Heat Sinks and any other rules that may be too complex for beginners.
+
===Intermediate Rules===
  
 +
The [[BattleMech Manual]] is a rulebook for BattleMech combat only. Building upon the previous, simplified rules, it is described as an "alternate presentation"<ref name="BMM">''BattleMech Manual'', p. 5</ref> of the rules in ''Total Warfare'', intended to provide a "one-stop BattleMech play experience".<ref name="BMM"/> It is a bridge between the basic rules and ''Total Warfare'', covering the full complexity of BattleMech combat, including rules for their most common weapons and equipment, but it does not include construction rules.
  
==Basic Rules==
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===Standard Rules===
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[[Total Warfare]] contains all the standard, "Tournament Legal" rules, weapons, and equipment used in official games. Furthering the complexity of the previous rulebooks, ''Total Warfare'' introduces rules for using [[Infantry]], [[Battle Armor]], [[ProtoMechs]], [[Combat Vehicles]], [[Support Vehicles]], [[Aerospace]] units, and more. It also includes guides for constructing scenarios for play, painting miniatures, and even a few short stories.
  
Published in the [[Classic BattleTech Introductory Box Set]], This level of play is only the most basic of the rules sets and does not include [[:Category:Infantry|Infantry]], or [[:Category:Combat Vehicles|Combat Vehicles]].
+
The [[Tech Manual]] contains the construction rules and statistics that were used to build the canon "Tournament Legal" units. While unit construction is not part of the standard rule set for playing games, this is the book that allows the player to build their own custom units. It also contains numerous short technical overviews of various weapons and equipment, as well as overviews of the technology behind BattleMechs themselves.
  
==Standard Rules==
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===Advanced & Experimental Rules===
 +
'''Advanced equipment''' is in production "in-universe" but have rules generally considered too complex for lower rule sets and too tedious for standard, tournament games, though this is ultimately up to player or official agreement on their use. There is a ''very rough'' correspondence to [[Level 2]] equipment under FASA's old tournament rules.
  
[[Total Warfare]] is the book that the Standard Rules are published in. The Standard Rules are the level of rules that are used in most Tournaments and Official Games. The Standard Rules are primarily the Tournament Legal Rules from the Rules Level 2 System.
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'''Experimental equipment''' is being prototyped or has gone out of production. It is also considered rare and exotic technology which is not generally used in standard, tournament games or lower, though this is ultimately up to player or official agreement on their use. There is a ''very rough'' correspondence to [[Level 3]] equipment under FASA's old tournament rules.
  
[[Tech Manual]] While Construction and Custom 'Mechs are not part of the Standard Rules Set, This is the book that contains the construction rules that were used to build the Canon Tournament Legal Units.
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Both can be found throughout the rulebooks below:
  
 +
[[Tactical Operations]] contains the rules and equipment that deal with or are useful on the tactical level of game play, such as artillery, [[ECCM]], advanced construction, combat, and movement rules, and more. Use of these rules could add a few hours to a single game or more, depending on its size and unit composition.
  
==Advanced Rules==
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[[Campaign Operations]] contains the rules that deal with or are useful on the campaign level of game play, including rules for complex formations, special pilot abilities, solar system generation, and more. Games can be conducted with multiple [[Companies]] with these rules, allowing the players to build specialized [[Lance]]s for particular roles. Use of these rules for a campaign can involve multiple battle scenarios, perhaps spanning a few days to a more than a week of play.
  
Advanced Rules Equipment is in production "in universe" but have rules too complex for Tournament Play. This has a '''very rough''' correspondence to Rules Level 2 Equipment that was too complex for Tournaments.
+
[[Strategic Operations]] contains the rules and equipment that deal with or are useful on the strategic level of game play, including advanced construction and combat rules for aerospace units, rules for aerospace operations, involving units like [[WarShips]], construction rules for [[FrankenMech]]s, rules for combat drops, and more. Updated [[BattleForce]] rules are introduced for speeding up play at this level by abstracting the detail of ''Total Warfare''.<ref>''Strategic Operations'', p. 213: "Unless explicitly stated, no ''Total Warfare'' rules apply in ''BattleForce''."</ref> As games are at the [[Battalion]] level or higher, the time taken for each depends on the level of abstraction chosen by the players (if any).
  
[[Tactical Operations]] contains the advanced rules and equipment that deal with or are useful on the [[Tactical Level]] of game play.
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[[Interstellar Operations]] contains the rules and equipment that deal with or are useful on the interstellar level of game play, including rules for campaigns spanning multiple solar systems, taking place in any [[BattleTech era]] published up to that point. The weapons and equipment particular to those eras have their own rules and these are included. This also allows the player, using [[Inner Sphere at War]] rules, to conduct historical campaigns. Strategic BattleForce rules, expanding on those found in ''Strategic Operations'', allow the player to conduct battles at the Battalion level and above.<ref>''Interstellar Operations'', p. 230: "''SBF'' takes this process even further, allowing a player to field multiple battalions and even regiments on a battlefield potentially spanning kilometers in scope."</ref> Games could potentially take a very long time depending on the level of abstraction chosen.
  
[[Strategic Operations]] contains the advanced rules and equipment that deal with or are useful on the [[Strategic Level]] of game play
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===Alpha Strike===
  
 +
Parallel to the above are the simplified rules of [[Alpha Strike: Commander's Edition]], which, similar to [[BattleForce]], are geared towards handling large amounts of units without the complexity of standard, tournament rules.<ref name="Alpha">''Alpha Strike: Commander's Edition'', p. 23: the rules "reduce the detail level found in the ''Total Warfare'' style of play, abstracting away the various nuances of each unit’s weapons, armor, and structural designs in favor of a faster-playing system."</ref> A major difference is ''Alpha Strike's'' "terrain-driven"<ref name="Alpha"/> gameplay instead of hex-based gameplay: it requires a tape measure and can be played on any 3D terrain. [[Alpha Strike Quick Start Rules]] are available to introduce the system at its most basic, and there is also a [[Alpha Strike Companion]] volume which provides select, simplified rules drawn from the advanced rulebooks above.<ref>''Alpha Strike Companion'', p. 7: "provides a host of supplemental rules all devised to add greater depth to the ''Alpha Strike'' playing experience, while retaining the fast-playing rules in the core book."</ref>
 +
</div>
  
==Experimental Rules==
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==Also See==
 
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Gameplay rules levels published in the [[Rules Level/THB|Tactical Handbook]], [[Rules Level/BTC|BattleTech Compendium]], [[Rules Level/MTR|Maximum Tech Revised]], and [[Rules Level/BMRR|BattleTech Master Rules, Revised Edition]].
Experimental Rules Equipment is being prototyped or has gone out of production, There is a '''very rough''' correspondence to Rules Level 3 Equipment.
 
 
 
[[Tactical Operations]] contains the experimental rules and equipment that deal with or are useful on the [[Tactical Level]] of game play. 
 
 
 
[[Strategic Operations]] contains the experimental rules and equipment that deal with or are useful on the [[Strategic Level]] of game play.
 
  
[[Category:BattleTech]]
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==References==
 +
<references />
 +
[[Category:Game Aids]]

Revision as of 14:53, 11 March 2021

Description

BattleTech has various levels of play with scalable complexity as more advanced rules are introduced. There are variety of options for players of every skill level, from quick matches with very few units, to grand campaigns stretching over multiple theaters with combined arms warfare.

Rules

Quick-Start Rules

The BattleTech: Beginner Box contains a partial rule set which does not include many rules that could be considered too complex for beginners, like tracking heat, and limits turns to three phases: Initiative, Movement, and Weapon Attack. Though not phases as such, Resolving Weapons Fire and Determining Damage are also covered. Importantly, the GATOR acronym is introduced as a mnemonic device for completing attack phases. Combat is limited to BattleMechs only. It has superseded older quick-start rules, such as those found in the Classic BattleTech Introductory Box Set.

Basic Rules

Published in BattleTech: A Game of Armored Combat, this level of play is more complex, introducing players to heat management, piloting skill rolls, critical effects, and other core rules. It increases the phases to the standard six, introducing the Physical Attack Phase, Heat Phase, and End Phase. The rules are still limited to BattleMechs. The book also contain simplified construction rules for players to modify their 'Mechs. It has superseded older introductory rulebooks, such as the one included in the Classic BattleTech Introductory Box Set.

The rules in BattleTech: Clan Invasion could be considered a companion to the basic rules for Inner Sphere 'Mechs in A Game of Armored Combat, as they cover more exotic Clan weapons and equipment, such as their OmniMechs, their ritualized form of warfare, Zellbrigen, and new units like Elemental Battle Armor.

Intermediate Rules

The BattleMech Manual is a rulebook for BattleMech combat only. Building upon the previous, simplified rules, it is described as an "alternate presentation"[1] of the rules in Total Warfare, intended to provide a "one-stop BattleMech play experience".[1] It is a bridge between the basic rules and Total Warfare, covering the full complexity of BattleMech combat, including rules for their most common weapons and equipment, but it does not include construction rules.

Standard Rules

Total Warfare contains all the standard, "Tournament Legal" rules, weapons, and equipment used in official games. Furthering the complexity of the previous rulebooks, Total Warfare introduces rules for using Infantry, Battle Armor, ProtoMechs, Combat Vehicles, Support Vehicles, Aerospace units, and more. It also includes guides for constructing scenarios for play, painting miniatures, and even a few short stories.

The Tech Manual contains the construction rules and statistics that were used to build the canon "Tournament Legal" units. While unit construction is not part of the standard rule set for playing games, this is the book that allows the player to build their own custom units. It also contains numerous short technical overviews of various weapons and equipment, as well as overviews of the technology behind BattleMechs themselves.

Advanced & Experimental Rules

Advanced equipment is in production "in-universe" but have rules generally considered too complex for lower rule sets and too tedious for standard, tournament games, though this is ultimately up to player or official agreement on their use. There is a very rough correspondence to Level 2 equipment under FASA's old tournament rules.

Experimental equipment is being prototyped or has gone out of production. It is also considered rare and exotic technology which is not generally used in standard, tournament games or lower, though this is ultimately up to player or official agreement on their use. There is a very rough correspondence to Level 3 equipment under FASA's old tournament rules.

Both can be found throughout the rulebooks below:

Tactical Operations contains the rules and equipment that deal with or are useful on the tactical level of game play, such as artillery, ECCM, advanced construction, combat, and movement rules, and more. Use of these rules could add a few hours to a single game or more, depending on its size and unit composition.

Campaign Operations contains the rules that deal with or are useful on the campaign level of game play, including rules for complex formations, special pilot abilities, solar system generation, and more. Games can be conducted with multiple Companies with these rules, allowing the players to build specialized Lances for particular roles. Use of these rules for a campaign can involve multiple battle scenarios, perhaps spanning a few days to a more than a week of play.

Strategic Operations contains the rules and equipment that deal with or are useful on the strategic level of game play, including advanced construction and combat rules for aerospace units, rules for aerospace operations, involving units like WarShips, construction rules for FrankenMechs, rules for combat drops, and more. Updated BattleForce rules are introduced for speeding up play at this level by abstracting the detail of Total Warfare.[2] As games are at the Battalion level or higher, the time taken for each depends on the level of abstraction chosen by the players (if any).

Interstellar Operations contains the rules and equipment that deal with or are useful on the interstellar level of game play, including rules for campaigns spanning multiple solar systems, taking place in any BattleTech era published up to that point. The weapons and equipment particular to those eras have their own rules and these are included. This also allows the player, using Inner Sphere at War rules, to conduct historical campaigns. Strategic BattleForce rules, expanding on those found in Strategic Operations, allow the player to conduct battles at the Battalion level and above.[3] Games could potentially take a very long time depending on the level of abstraction chosen.

Alpha Strike

Parallel to the above are the simplified rules of Alpha Strike: Commander's Edition, which, similar to BattleForce, are geared towards handling large amounts of units without the complexity of standard, tournament rules.[4] A major difference is Alpha Strike's "terrain-driven"[4] gameplay instead of hex-based gameplay: it requires a tape measure and can be played on any 3D terrain. Alpha Strike Quick Start Rules are available to introduce the system at its most basic, and there is also a Alpha Strike Companion volume which provides select, simplified rules drawn from the advanced rulebooks above.[5]

Also See

Gameplay rules levels published in the Tactical Handbook, BattleTech Compendium, Maximum Tech Revised, and BattleTech Master Rules, Revised Edition.

References

  1. 1.0 1.1 BattleMech Manual, p. 5
  2. Strategic Operations, p. 213: "Unless explicitly stated, no Total Warfare rules apply in BattleForce."
  3. Interstellar Operations, p. 230: "SBF takes this process even further, allowing a player to field multiple battalions and even regiments on a battlefield potentially spanning kilometers in scope."
  4. 4.0 4.1 Alpha Strike: Commander's Edition, p. 23: the rules "reduce the detail level found in the Total Warfare style of play, abstracting away the various nuances of each unit’s weapons, armor, and structural designs in favor of a faster-playing system."
  5. Alpha Strike Companion, p. 7: "provides a host of supplemental rules all devised to add greater depth to the Alpha Strike playing experience, while retaining the fast-playing rules in the core book."