Well, there's casual "I don't play often but have experience with wargames and know my way around it" and there's casual "I still can't master the GATOR and had never played a wargame before".
Doing a full turn takes us an hour with 240 tons per side (so between 4 and 6 'mechs per team). Sometimes I have to whip out the hour glass if it takes too long to move 1 'mech. Yes, I agree, the 'vee rules ain't all that much more and they ARE simpler then 'mechs. But it's still MORE rules to integrate.
Why stop there? Because I want to play CBT, with each 'mech having a widely varying "personnality" and each crit chance obsessingly drawing in the attention of the whole table.
I could always play AS, or heck, go for full simplicity and turn to FfoL:BA, but that's not the point. CBT offers something particular and that's what I'm after and of course, whom plays CBT centers his attention on the 'mechs. They have to feel and play like the cream of the crop in terms of land based war machines.
I'd much prefer to use "true" CBT rules for conventionals. I'd go with a mix of BMR and TW (whatever is more lethal) if I could have it my way... But my players ain't there yet and its very likely that we never will get there.
BSA is the biscuit we eat since we can't digest real bread, but I'm sure as heck glad to have something to lick the combined arms gravy with.
If you really would prefer to use the Mo'Deadlier rules for vehicles, "But your players aren't up there yet" I think you're underestimating your players. I would advocate for using BMR (the ruleset is quite a bit deadlier than Total Warfare, which it would be, since TW is based on codified house rules to make vehicle play more complicated and less deadly)
But...
do you even have access to enough copies of BMR(r)? Because you'll also be intro'ing them into a world with intentional fires, minefields, and artillery bieng standard instead of expensive options you have to buy a third book to use.
Oh, and Artillery that isn't dropping dinner plate size damage diagrams. When the bomb rules for Total Warfare were being tested, the only thing we had to compare to, was artillery in BMR(R)-hence why after TacOps came out, you have one ton bombs doing less damage than quarter ton artillery shells.
with the bombs having a smaller footprint.
*(I really thought I was done with this discusson, dammit...)
Here's my take: Your group will
never get there if you don't start.I'd imagine some of their shock when they end up at a table using TW rules, or even BMR(r) and discover that Ultras aren't automatic death on vehicles, or that tanks and VTOLs can flank, and don't die to a lucky medium laser hit easily and randomly.
Or just consider how they're going to react when the vehicles don't all move at once at the start of the turn before anything else.
IOW you're not prepping your group to play with TW or earlier rulesets at all, you're prepping them to play BSP or nothing. Now I admit, TW is incredibly poorly laid out for beginners-but that's because it went straight from PDF to publisher without anyone bothering to see how it works out in dead-tree form beforehand minus PDF search function.
It's a long known issue, one that earlier handbooks
didn't have.
a big part of THAT was sledging in all the stuff from Maxtech, Unbound, etc. etc. to line it up with MWDA's equipment lists and releases-which incorporated all of that stuff without first having to see if it worked, because that game was completely different, but set in the same universe, and WizKids/Topps owned the IP.
which may also explain why artillery got a huge boost in damage in TacOps-to match what was being done in MWDA.
Here's the problem: I could fight everything from a one on one 'mech duel, to a combined arms battalion scale or even regimental game using BMR(r), and it covered most of everything the players might want to do short of airstrikes in a single book about half as thick as Total Warfare's first printing.
without needing to abstract and hamstring the shit out of anything. We cuold play BAttletech, with green army men, minimachines cars, and notebook paper as long as someone had a pair of six sided dice and a hex-mat.
In order for that to work, that book had to be
extremely well organized. To the point you didn't need to surf six paragraphs scattered across three or four chapters and an appendix.
It even included generation rules for 'mechs and vehicles. What it didn't have, was wasted space or loads of exceptions, exemptions, or alternate rulesets.
so I would say if you can get the books, and your group "isn't up there yet" you should do so, because they WILL be able to cross-implement 99% of it with Total Warfare, the only changes being the reduced number and length of charts used on conventionals, and the BMR's lack of generation rules for battlearmor or infantry.
Oh, and lack of air support rules.
But the working principles are common enough to be actual preparation for more than a 'mech duel with some random factors.