Battlefield support belongs in this sub-section, right?
Haven't noticed a thread on the subject yet and I just tried it so I'm eager to see what others think and learn of their experiences. Don't really have a specific point to defend...but oh well.
So we just finished a game with 240 tons per team with a limit of 4 'mechs per team (3 vs 3, two new players, one with some WH40K experience, the other with zits nada in terms of anything ressembling a wargame, though being apparently skilled in basic maths, she caught on the basics quite well) and something like...85 points worth of assets. Game lasted for approximately 7 hours before there was a clear winner (though you have to count 2 meals and the cigarette breaks), whitout all that much game changing critical hits.
Honestly I liked it. While the rules for vehicles are much less satisfying then BMR (or TW, I would presume), I was quite satisfied with how it enabled to field more units while not adding any complexity nor making any difference on the lenght of the turns. That's really the biggest pro. Playing the vehicles was really a jiffy.
The firepower they weild was also far more accuretly depicted then I tought at first glance. That Shrek really is a menace that you take out as soon as you have a chance. You don't want that Drillson on your six. While it has far less character to have a "firepower rating" then actually "using" weapons, it speed things up immensely, same thing for the fixed TMM.
But yes, the lack of character. That warrior Vtol is only a golden BB now. The firepower rating just doesn't offer the flexibility your used to. I was also a bit offput by the gimped movement points. We had an Ontos on the table (map was open terrain) and, a team being long range heavy and the other more short range oriented (Ontos on this team), that tank simplyrolled at a snail pace, never managing to keep up with the battle, merely taking long range shot at backstabbers. Now I know the Ontos ain't exactly mobile, but that was a clear limitation on its role.
The treshhold and destroy check were also...odd. Unbattletech like. Can't say I disliked it, but can't say I'm a fan.
Again, it really streamlined the use of the vehicles. Applying damage couldn't be simpler. At the same time, well, you know, didn't feel very "CBT" and was much less filling. I did like how it made vehicles go "pop" quite quickly, but then for this game we were pretty lucky on those rolls. Their was only one survival on the 7 roll of the game, might not give me the correct view on their survival rate.
All in all, very good "introductory rules" for getting the conventionals on the table and hence adding more units on the table while having absolutely no impact on the lenght of said game.