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BattleMech Manual Review, today we take a look at a key item in getting new players introduced to BattleTech, the BattleMech Manual
Hello everybody at cj. So today. We’re going to be talking about the battle battle mech manual before i go into what we’re gonna be talking about here.
I wanted to go ahead and talk about what’s been going on with sunday’s so originally. I’ve been trying to do a show every sunday as far as like a quick show something about you know a small subject like maybe the april fool’s joke this year or like a quick painting tip or something like that quite frankly. They’ve been evolving out of that and i’m not looking to do a 15 to 20 minute show two days a week.
I’m looking at once a week every tuesday doing like 15 to 20 minutes show the other days of the week. I’m looking at you know if anything doing like a five minute blip. So as far as sunday’s is a set day for videos.
I’m no longer going to be doing that the quick cuts. They will be staying. They’re going to be essentially a like one off thing like if i find something that i like or if there’s a cool website or if there’s a quick news update like if something suddenly gets released or something you know something happens that’ll be what quick cuts are for as far as my tuesday videos.
I’m going to try to stick to subjects as far as game aids reviews new. You know stuff. That’s releases that we have time to look at and go through and say hey here’s how this works stuff like that so you know go ahead.
And if you’ll bear with me through that i do appreciate it anyway getting on to the primary subject here. The battle mech manual. So the battle mech manual is something that it had some development time behind.
It. I believe they released a beta version of it that people could look at and you know say what they liked what they didn’t like so they could kind of update. It and get what the players wanted and the point of the battle mech manual.
So starting off with it’s the point of it is that the battle mech manual is there for players who just want to go ahead and throw some big stompy robots on the table. They don’t want infantry. They don’t want vehicle support they don’t want aerospace you don’t need artillery any of that stuff.
This is just the meat and potatoes of battle tech big mechs running around shooting each other up into whoever wins goes the spoils so with that being said you know we’re gonna go ahead and look at the cover art here. Which the cover art. There’s actually a guy on one of the websites that recreated this paint scheme on some mechs on the facebook group battle tech miniatures painting and modifications i think a few months back he had created this paint scheme it looks amazing in per like like all their pictures.
But they look amazing so you go hitting the cover obvious. I’m on the pdf. So it shows the back cover as well talks about you know let’s see all has like a little excerpt from defiance industries about the stuff about battle mechs and how you know how powerful they are and it talks about using the utmost up to date rules text.
Battle mech manual has been designed from the ground up decatur. The battle tech player went to the aiken olmec battles. Includes a variety of optional rules train.
And more welcome to the most table usage friendly battle tech rule book ever published yes and no while it’s very this this has to be one of the best books. I’ve seen them produced it also has a downside of not having miniature rules conversion which either they’re assuming people play mentor rules at one inch to one hex or they just don’t want to and i don’t see it mentioned in here. So i don’t think they’re even thinking about hex.
Less. My local group has started to go hex loose off for lance on lance engagements. And it’s quite interesting so we start off with the table of contents and in your table of contents.
You have the introduction. So you know for this versus total warfare. A little blurb about optional rules your game terms components.
Playing the game. Kombat movement heat. Other actions and other actions cover stuff.
That is kind of its kind of stuff that like location after falls facing after falls domino effect for displacement. When you make piloting skill rolls the timing for that what all gets stacked mechwarrior damage dumping ammo tag designation. Any of the battlefield.
Which covers all the terrain types urban combat. Which talks about building special case rules for like special case bills actually has like a slight system in it for off board artillery and stuff like that so it’s not completely without that stuff. But it’s it’s sort of a soft introduction to a lot of it then you have the weapons and equipment.
I’ll get into these more later there’s a couple things that just didn’t get covered and i wish they had then you have common misconceptions at the back of the book. And it talks about the things that people you know mostly get wrong. So you know it kind of covers that faq of hey.
Am. I supposed to apply damage this way or that way or am. I supposed to what happens.
If this happens. It’s said. But essentially an faq.
They built into the book. So i like that let’s see total warfare. Credits and acknowledgments.
And acknowledges all the play testers. All the i wonder order this is paul is in here so a slight side note here as we get into paul was one of the play testers on this apparently and a few years back.
There is a rule that question that came up about quadrupedal mech squad four legged mechs and commonly they’re referred to as quads. So it kind of ties into this first page here and the introduction it talks about versus total warfare game terms optional rules strategic rules. What’s past the battle mech manual as far as rule books they get into mech and get into four legged back.
So there was a conversation that paul and i had and several other people had a policy policy arden hopefully. I’m pronouncing his name right really cool guy. He’s dutch.
But he’s really cool and in that conversation came up the fact that in the back of the the total warfare rulebook. There is no index for quads now. I at least would have expected quad mech or quad.
Please. See. Four legged mech.
Nothing so we kind of ribbed him about that and i had online. I kind of said hey i didn’t see your name in the developer notes. I guess you know you must not have been the one to get that little blurb.
But four legged mechs. Which areas in here. I often simply called quads well.
I just decided what i’ve gone through here to look at the oh shoot. What i just do let’s go through here to look at the playtesters and there’s his name. So i’m kind of wonder.
If paul maybe might have said something about hey we need to make sure that we include a blurb that quads our four legged mechs so but anyway getting into that so first of all on these first few pages. The layout of this book in terms of compared to everything else so far. And sorry.
I was my alexa. The land of this book compared to all the other ones that i’ve seen other rule books. It’s very it’s very well laid out it’s a lot better than what you would expect to see with most of the rule books that have come out it has a very very fresh.
Very throwing for here very new feel to it and i like it but anyway getting getting into them getting into what’s going on here so in the introduction. It does mention strategic roles. And what these essentially are there little sidebars and they have they’re not they’re not needed to play the game.
But they might show you how to do different methods of movement like using movement dice to tell what modifiers are on max or lance movement stuff like that. And it’s a way to either speed up the game or just kind of like a handy. It’s almost like like they went to the older players.
And said. Hey what are the weird neat little tricks that you use to make your games. Go a little bit quicker and a little bit smoother and essentially they included them in here.
Which is really cool so we get into movement. Heck we get into everything it shows all the movement points all that stuff it’s very its i mean. It’s really clear cut.
It’s your standard your standard battletech introduction and of course. You have shows all different kinds of hexes and components and counters map sheets mech record sheet. Explains that really well mech data.
Warrior data. It does have a note about realism and scale and see me missing. Some my notes and i like this because essentially to boil it down to the weather saying.
It says yes. The hexes were 30 meters. Yes.
The mechs don’t take up a whole 30 meter hex. Know the weapons ranges are not really this short. But we wanted to have a playable game not a real life simulation.
Where people stood on other sides of a basketball court shot each other with their max. So how can this popping up minimize dania that all right so after all the introduction stuff you know it gets into the you get a little bit into train like level sub levels of terrain stuff like that talks about the mechwarrior their skills their default skill rating of four five four interfere and three four four klan mm hmm talk a little bit about a little bit about battle value pilot skill roles gunnery skill rating damaging a warrior and then it gets in the actual playing the game hmm so this is all pretty straightforward it i mean it’s more shy. But it’s more interesting to actually include the you know to talk about the the strategic stuff.
Because if you’re if you’re getting this as the rulebook for the game just to play with max. It’s gonna be what you’re used to add a total warfare. So if you already have total warfare.
You really don’t need this too much it does add a few our elements that you can use outside of total warfare. But for the most part it’s it’s pretty much straightforward to battle tech rules. The strategic stuff.
There’s more of the stuff. That’s interesting to to point out so like alternate initiative is one of the things that points out and it talks about like if you have a large group of players using playing cards each player gets a suite a suit and a number assigned to them and they you know went number and suits called they go and they move and how you know any system shouldn’t be weighted towards any player also talks about moving lance movement. They do make it very clear here on weapons attack about declaring weapons fire and a little bit of reused art.
Which isn’t bad and during weapons fire it talks about segmented fire. Which is well segmented fire is everybody doesn’t resolve all their fire.
And then they resolve the damage and you’d like let’s see talks about the weapons phase physical attack phase heat phase and phase. The mandatory things you have to do in the in the end phase. The optional rules for the end phase.
Which is clearing auto can’t jammed autocannon switching on off heat sinks machine gunner rays voluntarily shutting down or restarting mechs ammunition dumping dumping searchlights on and off next to that though or right after that as victory conditions. And it has a nice little blur. But the unequal number of mechs.
So this is something it always comes up in games. Is how many do i move versus how many do you move when we start killing each other well. Normally you know i’d like the little dice stack.
And it kind of figures it out for us. Because you know each put each mech get to die and they need to start doubling up at a certain point. And you can see where you have to have two to one or three to one god forbid against like that you know you’re gonna going out big time like that so anyway on page number 12.
There is a handy dandy little chart unequal number of mech examples. It has the move number side be left to move side a left to move side b. Moves.
X. Number side. A lose x.
Number. You know. And it’s really.
It’s pretty useful so because it’ll cover all the way up to it’s odd well it seems kind of useful enough to see how useful it really is but it kind of poking. My players with it and seeing how that works so after that we get into piloting our movement. It talks about the first thing.
It says is buildings are covered in urban combat hitting mechs they’re on page 82. It’s not candid when you’re making your movement. Selections.
Unless you’re gonna reveal it. And move. It.
And then you have some strategic stuff. Piloting skill roles. And it talked it talks a little bit up political roles.
And how excusing how even though. We’re this early in the book. You really need to know how piloting skills role roles work for your mech.
And for the game in general. Because that’s going to cover people falling down. That’s going to cover physical text.
It’s going to cover mass. Well. If you if your mask locks up how many hit back to htm games.
How many foot actuators are damaged. There are any actuators for that matter in the legs. The gyro all this stuff is covered you know it says.
It’s a it’s on page. 80. Page.
Page. 54 for the table on 53 for the chapter. And you can familiarize yourself with this before you start playing even though.
We’re you know going over the rules. The other thing that it has four strategic here is movement dice. And it shows like white for walk black for run redford jump talks about how when you take a six you’re not moving.
Also. I’m i like this also common as a rule that like taking your hand off the piece. You are moving in chess.
Once the movement die is placed that move cannot be changed. It is best used dice of a different size and or color than those for rolling attacks. Yeah of course during the end phase.
There is all little advice from the board. You know standard stuff talks about minimum movement pro mix underwater. Mentions double xl engines.
Where a mech generates heat. Even if it’s standing still and more heat from movement more heat for movement modes than normal talks about sanic spill talks about running jumping walking as i mentioned sprinting let’s see jumping yeah sprinting.
It’s optional so it talks about sprinting and how you know the rules you require for that and how much heat. It produces and everything else it gives you that option for move up modes. Then the end of basic limit basics like your facings has really clear cut diagrams like on standard mechs vs.
Quad mechs for lateral shifts level changes has backward level change optional rules in case you want to use that to make mix even a little bit more mobile than normal talks about occupied hexes and how you can’t be in the same hex of somebody else let’s see partially occupied hexes using its option. And that can enter then exit a hex occupy bit and reenact the same move as it if the only mech is abandoned in mobile or chrome. Ok.
That makes sense so the enemy mechs not able to do anything to counter you doing in the hex so yeah. It’s you know it’s a little bit different. It’s not a bad rule.
But it’s not you know it’s not something it’s really stellar either it kind of makes sense. So then you have stacking jumping movement. They have a really clear cut you know hey this is how you’re allowed to jump.
Also they really yeah really clear like text explanation. But even looking just at the diagram. It’s like okay.
These are the ways you’re allowed to jump all of them start mending the same hacks. I guess he has jump jets in his torso. Because he’s in depth on water.
Yeah. Motions are there yes you have to take the if take the shortest route. But the shortest route sometimes in multiple routes.
Which it’s a hex based game so kind of messes. It up let’s see talked about hey can’t jump into hexes with people are you getting death from above. I mean.
There’s not much on their covers mechanical jump boosters. Which wasn’t in total warfare. So this is a little bit expanded from total warfare going away for scanning up it covers like careful standing.
Which gets a mech head women to walking into vailable pilot piles of yeah so effectively you’re walking when you stand up. But you get a because you’re standing up slowly. You’re carefully standing up you’re not trying to rush.
Unless you have a crap ton of walking movement. Though that’s really not going to be that great it’s gonna be easy standing where you were but it’ll probably be standing. Which is the eagles.
I don’t like the alt text. Examples you know they’re they’re really well written. But i i’m a visual person.
I like having that visual aid so let’s see then we get into movement on pavement skidding reckless movement. Which is kind of cool reckless movement is a standard rule in here. It’s not optional.
It’s not something you have to add on and pretty much what reckless movement is is the increased mp cost imposed by environmental conditions represents the extra caution needed to avoid falling in such conditions. However players you know which pay that cost can accept the risk. And announce their intention to pass through the train at full speed before moving so i choose this newly recklessly when it moves into its first new hex to that turn so it doesn’t even have to be like a wood hex.
You’re moving into the first actually be clear. It’s controller must make pilot next kill role. See page 53.
If the role fails it immediately falls this fall occurs on payment. The max skids and as and its move is over if the role succeeds and mech remains upright may move as normal. However the player must make additional psr for a key level change and non clear hex through which the mec passes that could get ugly.
I could get really ugly. The courts jumping next spending jumping mph notable goods they jump over it other actions hidden mex lifting items simplified city. They have the lifting capability in there.
It’s just not as not as complicated as it normally would be loading and unloading dropping cargo combat. This is all stuff to deal with the lifting items then you have tag designation. Which it’s very clear about hey this happens at the end of the movement phase before weapon attack phase.
And they should have orders still followed of course. So it’s not part of the attack phase. It’s something completely different cool we get into combat combat straight.
Forward. All the rules are pretty much the same as you find in total warfare. Except for any of the optional ones obviously really great really great diagrams as far as like line of sight.
Which they cover really well as far as you know defender attacker. Picking stuff like that how intervening terrain works. Like i said.
The diagrams are beautiful. They’re very clear as to what they’re what they’re showing you covers water hexes and i want to say that oh yes.
This is something that i love so all right firing arcs you have a table show. You firing arcs. Which you’ve had in every battle tech product.
Since the dawn of the game. And it talked explains the arts and all that then attack declaration. So remember that they had that that diagram every battle that game had it so anyway getting into other stuff here and we’ll come back to that getting into other stuff.
Though expanded arm flipping is something that is in this it’s an optional rule. And it is an awesome optional rule. So underarm flipping.
If i’m standing facing forward and have a mech that is directly behind me. I can flip my arms and i can shoot him if i have no lower arm excuse. Me no lower armor hand actuators with the expanded flipping rules well essentially yeah.
But the example murals. I can twist and flip. Which does it really matter not really.
But it’s kind of neat because it in theory. Lets me point my forward arc in one direction off to one side. And my rear arc with my big guns off to another direction and take advantage of front and rear arc at the same time.
And then also you have something in here. Called gator. Which this is this simplifies.
The process of making the two the three on your 2d6 and essentially gunnery skill rating of the attacker then you add the attacker movement movement modifier then the target movement modifier other modifiers. But that includes like woods partial cover heat stuff like that and then range modifiers. So it’s really.
It’s a simplified way to remember all of it it’s g8 gunnery attack target. Other and range. And i kind of like it because it goes through that pretty quick and it it makes it where people can look at it.
And go okay. So my gunnery is this my attacker target of my attacker modifiers. This my target modifier is this other things okay.
There’s some woods between this and long range here’s what i need to hit you know it gives you a way to think about it before i mean. It was all there before but it was never really explained as far as you know here’s i don’t kind of put it there’s never really given a good way to kind of transfer it to hey this is how it works it just it was just kind of how it worked and you need to explain it to players and get them to understand. It also they do have a a range chart kind of giving you an idea of sharra’s minimum short medium and long it’s based off of i guess a gunnery for pilot.
So like short ranges for medium as six long as eight and then you have the minimum range. How it adds up starting at the third head at hex out and second in the first few do we have all the attack modifier tables their weapon attack war. Techmount fire table.
So you have you have all the mobs at the table for this at the internet section. And why are we not showing the next page. There we go so then we get into some other stuff with combat prone mechs firing wall.
Pram. One armed prone fire. As an optimal rule.
So this essentially lets you do is you practice up up on your intact. Arm. You can fire non limited weapons with the 1 target modifier plus.
The prone modifier so you’re desperate. But you don’t you don’t want to stop shooting. It’s a cool rule it kind of it adds that little bit of hey you know if i’m down missing.
An arm. I’m not completely useless talks about guided missiles tagged torpedoes needed wrong to hit section. You said.
This is all most misses standard have for most battle tech players. But if you’re a new player. This is really clear cut really concise really easy to understand and how kind of we’ve got to kind of gloss over it.
But then remember how i mentioned that that page it shows the arts of where everywhere you shoot well the reason i mention that is because of the chart on page number 32. The diagram on page 32. It has divided up your front left right and rear hit zones and it shows the hexes where they are defender choice.
So and the reason i mention this is because years ago. And i’m having some amadou people stuff this but whatever years ago. I had a player who was playing with us and he got mad because the target or the the attacker was hitting him in the rear of his neck.
And i remember he went and he showed he showed us the attack chart. And i i don’t remember quite how it all happened. But he swore to god it went by the attack chart not by the the which side is it entering so i’m glad to see this chart because this chart give you know it the bunt set argument before it ever becomes one so like some really kind of gloss over stuff pretty quick.
Here and i hate to do that but see but looks like my computer. Decided it doesn’t want to keep showing me that battle mcdaniel anyway so let’s see after combat.
I believe it goes into damage anyway so for damage. The whole thing. It’s your standard battle tech here’s how damage works comes with a really useful flowchart for what you know for yeah.
This thing’s acting up alright. So it comes with a useful flow chart for how damage works for you know for how it transfers when it transfers. They explain that really well it does have floating criticals as an optional rule two other optional rules.
Which are really cool with damage. One is engine explosions. The stackpole rule.
This has been around for years. It’s been in some rule books nobody ever knows how to apply it correctly or maybe you have that one guy that does. But he’s never at the store.
It’s a a rule book in there. It’s perfectly laid out a little bit simplified actually no no it wasn’t it wasn’t some fun it and it does what it does in normal you know for the sacral its bits. Nasty wreckage optional rule.
And what this is it’s really cool is ok in normal battletech. When a mech ties have just pulled from the table. Nothing happens with the wreckage rule.
If you kill a mech. Then there’s a dead makan. The table that is it’s not doesn’t give you cover or anything like that.
But it’s rough terrain you have to step around this thing. It’s in the way now in next play. I don’t know if it’s really that big of a thing seeing is how you know you’re looking at 30 meter hexes.
And it’s only gonna take up like a 10 meter spot on this god god knows how many how many square heads. Where meters that is but as far as in tabletop that is probably a rule that we’ll look at because it does give it a little bit more of a cinematic feel you know you’re running behind. The guy.
He gets his next shot out from under him all of a sudden. Now you have to sidestep that guy because he’s down on the ground and if you run through you might trip and fall. Let’s see other actions.
There’s not much in there. Like i said. It’s your end face stuff.
It does care in the other actions. It does have the the extended damage op optional. Rule.
Where every 20 damage you as another ps are to the role which on assault mechs that gets clunky on light mechs you never get there usually and balloons blown off by then your battlefield stuff. It covers all the terrain. Some of the advanced terrain.
They did simplify the advanced terrain. So it’s not really complex. It’s not overly it’s not it’s not overly complicated still lets the game flow pretty quick.
Does have the rules for converting woods and jungles you have weather conditions. Which is interesting so they got all the weather conditions stuff in there you have wind and fire. But that’s also simplified underwater combat.
Which never really happens that often after like a specific scenario you have an urban combat section. Which covers simplified buildings. Which are essentially square hills.
I don’t know if i care for that or not because i do like the buildings being able to collapse and stuff happens on. But at the same time i kind of see it because now it’s one less thing to track. While you’re playing the game.
And you can just kind of say yeah. They’re they’re too tough for us to knock down. Also as the normal building rules.
And has rules for attacking buildings and the mechs inside them so if a guy hides his mech in a building. It explains exactly what happens when you shoot at him through the walls of the building and how much damage kids or been all that special case rules battlefield support so this is what gives you artillery aerospace fighters mines dropping mechs ejection forced withdrawal ejection is simplified from the standard rules for it it does have skin of your teeth ejection and essentially what that is is if you have a mecha it takes a head hit and does not take a cockpit critical if the auto eject system is on it will eject. The pilot he will automatically be put at five pilot hits regardless of how many he’s at unless he’s at six which means already dead so.
But if you’re at five or under you are suddenly at five pilot hits. No matter. How many you were at no role for it no nothing you just are then it gets into broken morale.
Which covers retreating battle mechs and essentially what that is is if you are enforced withdrawal. You have a 3 to shoot the target. So what they’re essentially trying to do there is show that you know because one of the problems that you have with battle tech.
As much as i like it is that you have people who will play the game where i’m under forces draw i am going to move. 0.
Hexes back towards my home edge. Which is a little kinnaman unfortunately so they’ve essentially said all right cool. You when heavier dudes stand.
There and wait around until the battle finishes and not move backwards. He is at a 3 to hip and he’s really easy to hit so you’re probably not gonna get any real value out of him pull them off the table. Let’s see dude.
They have design quirks in there. And there’s an explanation and explanation and something else table. I can’t read my own notes.
But essentially what design quirks are things like like some of the simple ones. No torture twists like the black hawk kayuu. Which is one of my favorite mix or the the old nova slash black hawk.
You can’t torso twist. So you can’t torso twist. The mech you can still turn your gun arms out towards the left and right you know.
But you can’t twist to getting that extra bit of shot off to the left side or the right side the and there’s a bunch of quirks. You know like the armored cows in there music talks about bad reputation good reputation. Some of all some of its rpg related.
Some of it is just tabletop related and it’s pretty cool actually. We’re we’re gonna be doing a solaris league here soon and incorporate the quirks into it especially you had it set up to make the bike works. But we really don’t want to i’d rather us not do that let’s see then you have weapons and equipment.
This covers. Most everything that’s legal well most everything it exists. I should say which is really cool it doesn’t cover some of the stuff from interstellar operations.
Which is really sad because when you go to play battletech now for the most part. If you’re playing dark age era. There’s stuff with you with with experimental equipment all over the place and to say oh hey yeah.
So we’re releasing this book it doesn’t have the io weapons. But it has everything else have fun cool. But you’ve just will era lock.
This book. It’s not gonna go past the jihad roughly. I’m gonna say or maybe maybe early dark age.
Let’s see c3. They have an easy to understand system to how to set it up then you get into the common misconceptions. Essentially an faq for the book.
It has record sheets and tables so as far as all the tables. It’s everything out of the book. It’s everything you need to run the game comes with a battlefield well battlefield tracking keys.
One of them is an open sheet which everybody can see and then each player has their own copy. So the open sheet has like the weather and any special rules in in play and stuff. Like that the the closed sheets has like your support stuff for your artillery and strafing runs mines all that stuff that’s on there so your opponent doesn’t know how many minefields the other or well.
If you’re playing if you’re playing tabletop tabletops and yes. They will if you’re playing hex. Then they have no clue you have them all written down.
Heck you can even that’s something to think about anyway. All the stuffs on there it has the gator thing on there said hello each player can see the gator setup and how it works what you do in case. You have newer players that’s really useful and also it has references to everything like if there’s special rules their checkboxes for the special rules.
It’s not you just you write in and sexual check boxes so if we add flipping you know expanded flipping. It has a page reference with with the special rule. So you can go and look it back up in case.
Somebody forgets how it works this is a really good resource and i like it no index it’s probably paul’s fault. I’ll hate him for that anyway. He just didn’t want to have the the quad cc4 legging back in there.
I know i’m never doing play testing. He must have told me whatever you do don’t include an index so there’s actually not kidding aside. I’ve noticed they actually aren’t including indexes lately which i did find kind of irritating because i’ve always i’ve always been able to run to that in text.
And go okay. So i need to look up something about hatchets go to the index there’s hatchets flip to the page um. I guess it helps with the page count keep the price down and the page count a little bit lower.
But i kind of wish. It was there it was it’s a very useful resource. So other than that i think i’ve covered everything on there okay so positives about this if this is this is the rule book that that should be pushed yes.
Total warfare is great but total warfare. If you have a large group.
Only one guy in the group needs total warfare. Because a lot of the stuff that comes up until. The warfare is not going to come up in regular battle tech you know vehicles and aerospace naval combat.
Most of that’s never gonna come up in the normal game in battle tech. Majority of battle tech is mechs on mechs. If you do have the guy that wants to run infantry cool go pickup total warfare you can run infantry.
We don’t care you know that that’s the kind of thing that you’re looking at here. This is that this is. What the introductory rulebook should be right here mind you i do think the i o stuff should be in there.
But this is this is likely the best book to get people going towards so i like that i like the layout. My only gripe smiley the index i wish it had any index and we should have the i o equipment otherwise. This is an amazing and excellent product.
I’d highly recommend getting it if you are getting into the game. If you’re already in the game and have total warfare other than a few blurbs here. And there which are might be things you already know it’s not worth the the quirks.
The quarks can be fun in the case of something like this if it’s the flipside where you were it’s the opposite situation. We have a bunch of guys that already have total warfare. Only one he needs to pick this book up that way all can use it to look up the course.
So that many special stuff so other than that you know like i said. I would say it’s an excellent book. I highly recommend it to new players.
I think. This is the gateway rulebook that we’ve needed for a long time hopefully now soon this summer. We’ll have the gateway games up to go with it that’ll be able to roll all this stuff together and we’ll be able to get you know hopefully we’ll get more players so.
That’s it for tonight. Y’all. Have a great day great evening.
Great whatever. It is where you are i’m gonna be editing. This tonight.
Probably if i can get that new one to work with the new youtube thing and get it up tomorrow. It’ll release its standard to other 12 tuesday and like i said i apologize about the sunday videos. It’s just you know just not something that’s it’s been going on well oh one other thing before i you know because i have to well two things actually one who ever is the qc guy and ireland.
I appreciate the job you do. But that being said to the people who handle the parts requests for when stuff does get passed qc. I really appreciate you guys i do have some things that come in past qc and they are missing a thing or they’re like they have a misformed lammers something and every time.
I’ve contacted iron went about it they’ve been wonderful and they’ve helped me out so kudos to you guys the other thing is of course. I’m going to pimp a little website here well nominal aside. My gaming group if you’re in the fredericksburg area and listening to this if you pass through the fredericksburg area on a tuesday night.
If you’re in richmond. And you’re really bored you want to drive up here on tuesday for some reason or even in northern virginia. Come down to come down to come another fredericksburg on a tuesday.
And just for the name of the store your hobby place fredericksburg and you know get a gaming. If by chance you are in richmond and you are there on a saturday. When they are playing words of the battlefield richmond of course.
You’ll see you’ve seen their information up. Here. You know during this both groups are great groups.
The fredericksburg group is getting into normal battle tech. Well tabletop battle tech instead of hex battle tank. And that’s been interesting and yeah so whichever group suits your fancy and i will talk to you all again on well in a week.
Yeah because i’m gonna be doing a sunday video. So i’ll talk to you all again in a week. I’m gonna try to put together my video where the the one that started off okay about the technical yep succession wars became a rant and i to chop up a little bit to get to work gonna be doing that one so it’ll be a little r and t.
But it’ll be a little rant e with a purpose so hopefully someone from catalyst will be listening because we really well samiha. I’m a 10 19 guys so hopefully somebody who’s up there will be listening and see it and get inspired you know hey. This muck has a great idea.
So. Anyway. Y’all.
Have a great night. Great evening. Great whatever.
It is where you are and i will see you all in a week. Oh my god that was 45 minutes music. .
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