While applicable in game terms as a book to be used for the creation of campaigns, this really is largely a fluff book, one that speaks to the origins of the Battletech universe, those early year wars that set the stage for the universe. My favorite reads so far are the Historical Liberation of Terra I & II books. My favorite books so far, the ones that I love to read and put a grin on my face and inspire me to play the game are the Historicals, in particular some of the origin stories about the Battletech universe. Setting books however are just that, fluff and Battletech has some really good stuff. It’s not just about rules and in fact, because the game is extremely long even when using the most basic rules, adding more complex rules that require more reference can really bog down the experience. Giant robots fighting it out in a exhaustively detailed science-fiction setting. I truly believe that setting information enhances the experience of Battletech more than any rulebook and while I think many of the core rulebooks which expand the game are great, there is kind of a point of saturation which can cause you to lose focus about why we all love Battletech to begin with. I will from this point in the guide talk about some of the books available in general and note any books that do or don’t make this assumption. mech route and desire to skip all the existential stuff, it does take a few of the source books off the table as again, quite a few source books in Battletech work under the assumption that you are using the Battletech: Total Warefare rules. If however you choose to go the purely mech vs. Without question one of the most essential books in the Battletech line up may be the one to avoid as it’s a major departure from the core reason to play Battletech, giant robots! These units can be incorporated into your matches/scenarios & campaigns to create a more full fledged science-fiction warfare experience and a great deal of the source books available for the game make the assumption that this is something you have done. This book includes many of the rules you have already available to you in the Battletech Manual, however it also includes the rules for many other types of units in the Battletech universe including things you may already have seen mentioned in other books like tanks, infantry units, battlesuits, pretty much everything from flying saucers to a guy on the ground with a rifle. There is a book you have probably already considered getting called Battletech: Total Warefare. To answer that question you have to understand what it means. ![]() The question is, do you want to get into the combined forces gameplay or do you plan to stick with Battemech vs. ![]() If you think I was confused when I started, from this point things really become very fuzzy as the fork in the road has many paths to choose from.įrom what I have gathered however there is a core question when approaching the game of Battletech that you have to answer which can and will close many of these paths. At this point we have experienced the core set, we have familiarized ourselves with the rules and the universe, we have experienced some parts of the campaign rules, tech bits about mech creation and are delving deeper into the nitty gritty of the game. With that in mind the question for this guide is where does one go next. That said, I firmly believe the best guides come from novices, as experts and long time vets can very easily overlook the fact that as new players, we really don’t know jack shit and you can make no assumptions of any kind about what we may or may not have come across or experienced in the game. Now I’m by no stretch of the imagination an expert in all things Battletech, in fact, for all intents and purpose I’m a complete wet behind the ears noob. At this point I have talked about several books and assuming your following the guide, you are roughly caught up to where I am myself.
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