OK, I’m trying to make a strategic level to battletech. Here's my half-baked ramblings.
The average game of battletech involves 1-4 mapsheets. That’s not really enough room for manoeuvre warfare – for a light with a walk of ten or more, it’s basically nothing. So I’m trying to add another level without shifting systems to AlphaStrike or Battleforce, and to make lights more worthwhile.
Step one is to make a TO&E. Then separate the TO&E into elements. These can range in size from the full unit to individual mechs, For every two full element that consists of their factions basic unit of organization, IE, lance, level II, star, you also get a fog of war (FOW) marker.
FOW markers represent things that might be enemies but aren’t; false positives on sensors. They can be megafauna, civilian reporters in helicopters, farmers in agromechs who aren’t aware there is a war on, sensor techs who are enthusiastic or need more training, weird atmospheric phenomena, computer glitches, staff officers making bad assumptions, lunch on the screen, a jeep with a transmitter playing decoy, whatever. They have a speed threshold of 1, though they’ll probably want to move slower to hide the fact that they’re not units. The purpose of these markers it to make recon and light mechs valuable.
Next you determine the speed of your elements. Find the slowest unit in the element, then consult the speed threshold table.
walk/cruise Speed threshold
1 16
2 8
3 6
4 5
5 4
6 3
7 -11 2
12+ 1
If every mech in the element can jump, add J2. If the slowest mech(s) in the element can jump and the next slowest is 2 walk faster, add J1.
Setup is on a battletech hex map. Each element is represented by a contact token, numbered and with identity recorded in secret. This is the manoeuvre map, eight kilometres to a side; each hex represents a half kilometre, one standard battletech map.
Turn order is the same as battletech. Since nobody is close to another unit, most phases are empty. During the end phase, each element is given a move token. Then any element with with a number of move tokens equal to or greater than their speed threshold + terrain modifier (table below) may move to an adjacent hex. If two or more opposing contact tokens are in adjacent hexes, reveal their identities and if both are units set up a game of standard battletech with appropriate forces. Use of rolling maps is encouraged, with moving contact tokens.
If the hex an element is in contains terrain, increase its speed threshold to move out of the hex according to the table below. Mechs with J1 ignore one point of modifier, J2 ignores two points.
Concrete (City) +4
Elevation Change +2 per level
Light Woods +1
Heavy Woods +3
Rough +2
An element of mechs can choose to run. This lets them reduce their speed threshold to that of the matching move value. If they do so, they must accept a heat marker. Mechs that have a heat marker generate five heat every turn in their next combat, as their myomers and engines are saturated with heat. Combats where you don’t significantly fight don’t remove the token, and combat is the only way to lose it. This is to prevent everyone from running all the time, and does not count towards the external heat limit. OTOH, it makes over-sinked mechs like ShadowHawk and Banshee significantly better
Vees can’t use flank outside of tactical scale, as they don’t partake in myomer magic.
Artillary – need some rules for arty to prevent people from just clumping their entire unit into one death star. Suggestions?