"BattleTech is a game of armored combat" say the BT Stans.
Let's take a look at the source material, shall we? Let's start with the most BT-friendly source, Fang of the Sun Dougram.
That's a lot of Save Or Die combat. With few variations, you don't want to get hit; Crabgunners get away with being tough in the exact same way tanks are and get bitched out the same way also. The result of getting hit--as shown--is "I'm fine", "I'm damaged", or "I'm dead". That is what Dream Pod 9's Silhouette game engine does which is why I prefer to use that over alternatives in mecha gaming.
"Okay smartass-"
I have Bright Noa on speed-dial. Bright Slaps are on the table.
Now, let's look at the second (and, to be fair, depreciated) source: Super-Dimensional Fortress Macross.
Again, Save Or Die combat. I can extend this to Super-Dimensional Cavalry Southern Cross and Genesis Climber MOSPEADA for the Robotech fans out there. No, it doesn't change in the later Macross sequels either: Plus, 7, Frontier, and Delta are all exactly the same.
Now, for where the Dropships, Fighters, the Locust and the Galleon come from: Crusher Joe.
Again, Save Or Die. Notable combatants get bonuses, of course, and thus are more likely to survive when things go south, but the scheme remains intact. You'll see Itano Circus displays with missiles, but not the constant massed salvo spamming BT stans somehow mistake as (a) being technically possible and (b) being the Itano Circus. (Hint: When your missiles are more like WW2 Katushya rocket sleds than actual missile pylons, you're not even close to the source material and you mismatch expectations with what gameplay creates.)
So what does this model? It is as I said: Naval warfare of the Dreadnought period. BattleTech combat, especially in numbers, resembles fucking Jutland.
Combat, with few exceptions, is Line Of Sight Only. Combat between BattleMech units is often ONLY between BattleMechs, with Combined Arms being something notable enough to specify as separate and distinct from the norm. Tanks are akin to PT boats, and infantry with marines; inconsequential without unusual circumstances, exceptional command, or in support of actual warships. Same goes for helicopters and VTOLs; they are just as weak on their own without those same caveats.
Dreadnoughts = Assault 'Mechs, Pre-Dreadnought Battleships = Heavies , Cruisers = Mediums, Frigates/Corvettes = Lights.
Missile spam equals torpedo spam, and some do have the magazines needed to keep up torpedo spam after the first volley. All the guns match to various direct-fire guns, lasers, etc. with arms equalling turrets.
Congratulations, you are piloting walking warships- and like surface warships, you have to worry about air power (Conventional/AeroSpace Fighters doing strafing and bombing runs) and shore artillery (Arrow IV and Long Tom) coming at you from beyond visual range.
This is why BattleTech is a bad mecha game, one that mecha fans generally have disdained and are right to do so, and the irony is that its naval subgame makes the comparison crystal clear. (The AeroTech subgame of dogfighting fighters is just as bad for the same reason. Any game about dogfighting that doesn't produce the same result as the Real Thing is dogshit, unfit for purpose, and has no right to exist.)
Therefore, I reiterate: any would-be mecha game maker should start with Dream Pod 9's Heavy Gear and Jovian Chronicles (especially the latter). That's how armored combat actually works.
As a person who only read the fiction, I never would have caught that about Battletech. Thanks.
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