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NOTE: The following BattleTech Survival Guide was created by Evan Jones who gets complete,
unchallenged credit as it's author and as it was posted on the Rec.Games.Mecha news group in 1996. A bit
dated but still an outstanding guide for the beginning player to battlefield tactics and how to get the most
out of the game. Recommended reading. Text is unedited.
- Switch
RULES OF THUMB
These are rules that will generally help you while playing Battletech
Table of Contents
1. The Law of Positioning
2. The Movement Law
3. The Law of Weapon Fire
4. The Partial Cover Law
5. The Law of the Rear Arc
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The Law of Positioning
This law is the most important. It is the aspect of Battletech that you should consider before all the others.
Position is everything in Battletech. Mech combat is like low speed dog fighting. Behind another mech's
back is most often the location that each pilot is trying to get to. If you do, you have a chance to pierce the
weaker back armour, and get shot at by less weapons at the same time. At other times, you may wish to be
on top of a hill, or run for cover, or head for water, depending on the situation. Here are some steps to
determine where you want to be.
1. Determine your overall battle goal
2. Determine your goal for this turn
3. Find possible locations that will help to reach these goals
4. Chose the best position
5. Do it
Here are the steps in detail.
1. Determine your overall battle goal This simply means find what do you hope to achieve with this battle.
Most of the time it is simply annihilation of the enemy. With this goal in mind, formulate a basic battle
plan. It could be as simple as "We'll go one on one" to something more complex. You may also want to
have a secondary goal in mind, so in case you are in position to complete the secondary goal then you will
probably want to do so. Most often secondary goals are things you
want to do, but will only do if the opportunity comes up while trying to complete the main goal.
2. Determine your goal for this turn In this step you must keep your battle plan in mind and decide where
you want to be. That is the most important you also will want to figure out what you want to do with your
mechs this turn. You should pick your targets, and basically where you want to be or whatever else you
want to do.
3. Find possible locations that will help to reach these goals Now you must test out possible locations that
you want to get to. You want to try to keep the other laws included in this section in mind (especially Law
2!). Here is a list of good situations you will want to keep your eye open for.
Offensive Situations:
These are if you want to kill some enemies
* Back Shot:
If you can get behind a mech, you probably want to do so. Unless of course the hex you would be in is
covered by another mech.
* Side Arcs:
Often in a long battle you will have badly damaged one side of a mech, you want to be on that side to
improve your weapon efficiency.
* Retreat:
Sometimes cutting off all combat options is a good idea. Retreat to a location where no enemy mechs can
see you, like behind a hill or in deep forest. Then, if you really want to be protected, lie down. It will make
you harder to find. This can enable you to set up an ambush, or else be able to attack the enemy when they
don't suspect it or when the enemy is being repressed by your lance mates. Another few guns at such a
crucial time can really make a diffrence and throw the enemy formation out of whack.
Defensive Situations:
These are if you want to keep some armour
* Behind the Back:
Usually there are less weapons facing rear on a mech so you will get hit less if you are behind one, unless it
can flip arms. Mechs will most often rotate their torso when you are in this position, but they will only be
able to hit you with one arm. If you can, make sure it is the weaker arm.
* Cover:
If you are in serious trouble head for forest, deep water or tall hills. Get yourself out of a mech's LOS or at
least add a modifier to his roll.
* Retreat:
If you are in deep trouble, it could be a good idea to run. Get out of the LOS of all enemy mechs and lie
down in some cover. By the time you come back out, Your lancemates should have been able to get the
problem off your back, or else the mechs should be more damaged and lower on ammo. They could even
think you ran away.
2. Don't take partial cover if your opponent can hit with weapons that do 15 or more damage in one location
when his to-hit roll is 9 or lower. A 15 point hit destroys a head 100%. If he has multiple high damage
weapons you must think twice. The hit chance for a to-hit roll with 9 is 27%.
3. Lots of find critical weapons (See Weapon Fire Order Law) are also bad. 6 head hits kill the pilot inside.
Don't enter partial cover when a mech has many scatter weapons pointed at you. They have a high chance
of killing you or at least knocking you out.
4. You can use this law on offence as well. If your to-hit roll is low and the enemy is in partial coverthen a
good procedure is to "stand and deliver" your weapons upon the target in partial cover, expecally if you
have the aforemention scatter weapons or else the 15+ damage weapons.
The Law of the Rear Arc
There is a position that you can stand your mech in and the enemy can not hit you. There are some
misconceptions and confusions about this position however. Many people believe that the hexes marked
with an R in the following graphic are untouchable. (The # is the mech, F is the forward arc, the A are the
arm arcs and the R is the rear arc.
\_/F\_/F\_/F\_/
/A\_/F\_/F\_/A\_
\_/A\_/#\_/A\_/
/A\_/A\_/A\_/A\_
\_/A\_/R\_/A\_/
/A\_/R\_/R\_/A\_
\_/R\_/R\_/R\_/
/R\_/R\_/R\_/R\_
This is simply untrue. The reason is because people forget that mech's can torso rotate one hexside right or
left. The above mech's new firing arcs when it rotates one to the left is shown below.
\_/F\_/F\_/A\_/
/F\_/F\_/A\_/R\_
\_/F\_/#\_/R\_/
/F\_/F\_/R\_/R\_
\_/F\_/A\_/R\_/
/F\_/A\_/R\_/R\_
\_/A\_/A\_/R\_/
/A\_/A\_/A\_/R\_
As you may notice, there is one row of hexes that is in the rear arc on both hexmaps. The rows of hexes that
are in the rear arc in both the above diagrams is marked with an R (This will be explained in a moment), the
ones that are still in the rear arc if the mech rotates right are marked with an L.
\_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_
\_/ \_/#\_/ \_/
/ \_/ \_/ \_/ \_
\_/ \_/ \_/ \_/
/ \_/L\_/R\_/ \_
\_/L\_/ \_/R\_/
/L\_/ \_/ \_/R\_
Now, if your mech was standing in the first hex marked with an R before the rotation, obviously the mech
would just rotate right, instead of left, so you could be hit. But if that mech didn't have any
weapons on the right arm, or had its arm shot off, your mech would be untouchable! So the law is thus:
1. Try to get into your enemies rear arc, so you can only be shot with the weapons on one arm.
2. If your enemy is missing an arm, or has no weapons on that arm, put your mech in an R hex if its missing
its right arm and an L hex if its missing a left arm.
Now that wasn't that hard now was it?
Here is the chart. For the different lance types see above. For the mech types see the mech selection/design
tips. The mechs in brackets are for clan stars.
Lance Type Suggestion Lance Composition
Recon S, S, S, KL (+KL)
Light Hunter S, KL, KL, FS (+KL)
Riot Suppress S, KL, KV, KI (+FS)
Fire Support FS, FS, FS, CS (+FL)
Main Battle FL, FL, CS, CS (+FL)
Mixed Battle FL, FL, CS, FS (+CS)
Assult Battle PG, PG, FL, FL (+FL)
Legend:
S: Scout
KL: Light Mech Hunter
KV: Vehicle Hunter
KI: Infantry Hunter
FS: Fire Support
CS: Close Support
FL: Front Line
PG: Point Guard
BATTLETECH TO-HIT CHANCE TABLES
This section has the tables for all the to-hit rolls you can make. Knowing what your chances of hitting an
opponent are can help you to decide if it is worth firing your last AC round.
Table of Contents
1. To-Hit Chance
2. Location hit chance:
1. Normal
2. Punch
3. Kick
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To-Hit Chance Chart
This chart simply tells you what the chances of hitting an opponent are when you have to roll a given
number.
Number % Chance Fraction Chance
2 100% 36/36
3 97% 35/36
4 92% 33/36
5 83% 30/36
6 62% 26/36
7 58% 21/36
8 42% 15/36
9 28% 10/36
10 17% 6/36
11 8% 3/36
12 3% 1/36
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Location Hit Chance: Normal
This chart gives you the chances to hit a given location, in both percentage and fraction form. This is
simply the normal hit location table on the front. To find the chance to hit a given location, find it's roll on
the chart, and then look it up here.
Roll % Chance Fraction Chance
2 3% 1/36
3 8% 3/36
4 17% 6/36
5 28% 10/36
6 42% 15/36
7 58% 21/36
8 42% 15/36
9 28% 10/36
10 17% 6/36
11 8% 3/36
12 3% 1/36
NOTE: The torsos (Center, left and right) get hit more often then thier roll. The hit chance of a torso section
that is on the side that corisponds to the column you are rolling against is 61% and 22/36.
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Location Hit Chance: Punch
All the locations are the same for punch location.
Chance to hit a given location with a punch: 17% or 1/6
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Location Hit Chance: Kick
All the kick location to-hit chances are the same.
Chance to hit a given location with a kick: 50% or 1/2
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