Well, I'm rather surprised by your experience; it certainly doesn't match mine...
I'm not sure it was that off-topic though: the OP wanted to know how to convert from RPG to TW, so your observations are then entirely relevant (even if I don't agree. =) )
Paul
I´m not a native english speaker, still I´ll try to make this comprehensible.
BT/TW, as well as some other rpgs, is not using active defense, instead using situational mods, i.e. movement, LoS, etc.
AToW uses comparing results based on situational modifiers, allowing an active defence by the target, which adds an, in my opinion, unneeded layer of complexity.
To stay with catalyst products, compare Shadowrun with AToW. With Shadowrun, you calculate your modifiers, roll your attack, get your results. Then the target tries to soak the damage. Step 1, step2. With AToW, you calculate your modifiers, then roll attacker vs defender, check whether it´s MoS or MoF, compare those two, get results. It´s one step, but with more variables, so more prone to failures or missjudgements if something got overlooked.
Why is the defender involved? I´d wager that someone thought that player characters should have a fighting chance, too, instead of being killed by successfull attacks, but the reverse holds true when fighting multiple attackers.
Thanks for your responses so far guys,
From your debate, it sounds like its easier to run TW/TO and adapt these characters for AToW than the other way around. I guess it also comes down to the campaign and play particulars - I was thinking perhaps a small mercenary campaign where PCs could also run their own 'mechs, but I agree that this could cause problems when/if they get trashed!
Red
AToW offers quite a nice skill selection, which, combined with traits, will get you very good results if you incorporate them right. They also can be used to expand TW/SO/TO gameplay, meaning that the tech skills can be used with salvaging, good strategy checks give commander options, and so on.
Adding to Paul, this kind of gameplay really fosters cooperative gameplay, as no unit is expendable. If you manage to play OpFor without using metaknowledge, then the players will have the chance to excel.