Good to have this many in within an hour!
We'll need a couple of more people for the 4 vs. 4. With lots of people on we are pretty much limited to turn/day but hopefully that'll be okay for everyone.
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Okay, then some basic info for those new to the game.
In BT, there are several kinds of units: Meks (or mechs - the 2 or 4 legged walking tanks with a crew of 1 or 2), vehicles(wheeled, tracked, hover, VTOL(=helicopters) and Wing in Ground Effect) and infantry (conventional, mechanized, jump and Battle Armor).
Each of the unit types have advantages and disadvantages, but typically the most flexible unit type if the Battlemech - other unit types tend to be specialists and really shine only in roles that Battlemechs are lacking. As a rule of thumb, Battlemechs are most powerful and flexible, but also have the highest BV (Battle Value) value, that is used to balance the games. Vehicles are typically more fragile, can make at max. 1 physical attack and are slower in restricted terrain(or completely blocked by it), but they tend to be very good in whatever they're designed to do, and are cheap.
Each mek has a pilot and each vehicle has a crew. The standard crew is 4/5 where the first value is for gunnery and second for piloting. The lower the value the better.
Each turn of the game consists of several phases:1) Initiative phase: the teams roll for initiative. The loser must move first, and winner moves the last unit.
(1a: artillery fire firing phase if there is any in the game)
2) Movement phase. If one side has more units than the other, it moves 2 units at the same time until both sides have same number of units that havent moved. Or 3 or 4 units, depending on the exact numerical superiority and unit types(typically battle armor and infantry are moved together with other units somewhere during the movement phase to avoid exploiting their cheapness).
(2a: Target Acquisition phase if there are TAG devices and semi-guided missile or homing artillery ammo in the game)
(2b: indirectly fired artillery splash)
3) Targeting and hit resolution phase. The shots and their effects are resolved simultaneously, so even a unit that gets killed will be able to shoot. The order of fire may matter, though. Severely enough damaged meks may also fall.
4) Physical attack phase if any units in the game are in position to do them. The meks that fell the previous phase may not do physical attacks.
Unit movement:Our example mek has a movement profile of 5/8. The first value is for walking, and the other for running.
Going straight forward, the mek can walk for 5 hex or run for 8. It can also do less.
Walking makes the unit suffer a +1 for its to-hit need value, and running is +2. On the other hand, moving 3 hex is +1 for everyone trying to hit this unit, 5 is +2 and 7 is +3.
Turning one hex side needs 1 movement point, except for quad(that is, 4 legged) meks that can move laterally with just half the points free - they get the second hexside turn for free.
Going up a z-level is an extra movement point as is entering light woods. Entering heavy woods is 2 points.
The same rules apply for ground bound vehicles, except that flanking hovers may slide at turns(and may not enter woods) and moving up z-levels is double the price and they can only move 1 level up or down at a time.
Firing phase:To be able to fire at a target, the shooting unit as well as the weapon must(usually) have line of sight to the target. The unit may attempt to acquire it by twisting its upper torso or turning the turret. Thus weapons in a mek's torso have a maximum firing arc of 180 degrees while weapons in the arms have 270 degrees - from directly to the opposite side to directly behind. Vehicles cant "torso twist" so any weapons in the hull have narrow firing arcs, but the turret, if the vehicle has one, has a firing arc of 360 degrees.
For probabilities the BT uses 1 or 2 6-sided dice.
For firing a gun, the unit needs (pilot's gunnery skill) + (movement modifiers of shooter and target) + (range modifiers) + (line of sight block modifiers such as woods) + (other modifiers.
For example 4(gunnery) 3 (shooter jumped) + 1 (target moved 3 or 4 hex) + 2 (target at medium range for the used weapon) + 1 (target in light woods) = 11
The chance to hit = the chance to roll 11 or more with 2 6-sided dice = 3/36 = 8,6%
For the complete CBT tables, see:
http://www.sarna.net/wiki/CBT_Tables
Next up: the upcoming scenario itself!!