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TACTICS

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

Authored By Evan Jones


Legal Stuff: BATTLETECH, 'MECH, BATTLEMECH, and MECHWARRIOR are trademarks of FASA
Corporation, used here without permission.
NOTE TO FASA: It is my belief that PLAYERS make a wargame/RPG what it is, and in creating this text,
I hope that I have not infringed on your copyrights, but instead have made an addition to the Internet
Battletech Community.
Permission is granted by the author to distribute this text as long as it remains unchanged, no fee is
charged and credit is given where it is due.
Now, without further ado, I am proud to present:
THE UNOFFICIAL BATTLETECH SURVIVAL GUIDE
Compiled By: Evan Jones
Contributors: Jon Bezeau (Jonboy!), Lander Williams, Gary Kramer
The battlemech stomps on to the field. The pilot's skill was unmatched. How did he manage to become
such a fearsome pilot? Years of battle? Hours of simulator time? Nope, he just memorized the Survival
Guide.
This guide was created when I noticed there was no comprehensive guide to battletech tactics. Sure, there
are some basic texts, but no large guide that deals with almost everything. This guide tries to achieve that
goal. We (The editor and contributors) know that in the current form this guide does not deal with
everything. With your help, it could become just that. If you have submissions for this guide, look under the
contact information at the bottom of the guide.
Table of Contents
1. Rules of Thumb
2. Unit Type Laws
3. Mech Construction/Selection Tips
4. Lance Star Composition
5. To-hit Chance Tables
6. Editors Note/Contact Information

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.

* Use your range:


If you have a range advantage, use it! Stay far away from your opponent and bombard them with long
range firepower while they can't hit you. Or you can try to get them in your medium range while you are in
their long range. It will make a difference!

* Back to the wall:


If you have a slower mech, get your back to a steep hill/cliff. That way you can fire upon him without
worrying about the annoying back shot.
Other Situations:
These are situations that are not defensive OR offensive.
* High Heat:
Head for Level 1 or deeper water, just remember the Partial Cover Law! Another way to lower heat is to
retreat until your heat goes down, then comeback ready to go.
4. Chose the best possible location After you have ruled down the choices a bit you must now choose the
best location. Sometimes it is easy to pick, sometimes hard. Basically you want to find a spot that will
achieve your goals for the turn and will fit your battle plan. You must remember what you want to do with
this turn.. There are no rules for this one. You must pick a location that YOU think is a good one.
5. Do It! Move your mech to the spot you picked. Easy eh?
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The Movement Law
This law is a law to remember.
The law is based on the fact that, if you want to hit and survive, it must be harder for your opponent to hit
you then it is for you to hit him. It is inefficient to try to calculate all the terrain modifiers so just calculate
movement modifiers. You can follow this simple chart. It looks ugly in HTML, better in ASCII.
Mode of Movement At Least Better
Walking 3 5
Running 5 7
Jumping 5 7
The numbers are in hexes moved. The at least column is the target number of hexes you need to move to
get the same movement modifier to attack your target as your target does to get you. The Better column is
the minimum number of hexes you need to move so your opponent has 1 more point of movement modifier
then you do.
Basically, positioning is more important, but this law will help. Here is an example:
I'm in a Jenner, as shown in the TR3025. My target is in a Valkarie, as shown. The terrain is all clear so I
can just run towards him. I consult the table. I want to run 7 hexes for my opponent to get a +3 modifier for
movement and I'll only get a +2. So I run straight towards him. To hit him I need an 8, he needs a 9.
---------------------------------------------------------------------------
The Weapons Fire Law
In order to take advantage of your array of weapons in your mech there is an order you should fire your
weapons in. First, I will define the two types of weapons I will be talking about here.
1. Punch Through Weapons: AC's, Medium Lasers, Large Lasers, PPCs.
2. Find Critical Weapons: LBX AC's, SRMs, LRMs, Small Lasers, Machine Guns.
The Punch Through Weapons are ones that destroy large amounts of armour in one location. These
weapons are good for destroying the armour on a mech. The best punch through weapon has to be the
AC/20. The Find Critical Weapons are weapons that spread the damage across locations. They have a
higher chance of finding damaged locations because when you hit with one
you make many hit rolls. Medium lasers can be find critical weapons as well, depending on the number and
the main weapon. The order you should fire your weapons is this:
* Punch Through Weapons
* Find Critical Weapons
This order maximizes the efficiency of your weapons. When you use your punch through weapons first you
have a chance to "break" the external armour and then you have a chance to score many criticals.
Example:
My mech has an LB 10-X AC and a PPC, I am in range for both weapons. I fire my LB 10-X AC Cluster
shot first. I hit and my shot scatters all over the mech. I fire my PPC and it pierces my target's RA, rolls for
critical hits, and gets none. This could have gone better if I had fired my PPC first. It may have gone
something like this:
I fire my PPC. It pierces the RA armour. I roll for critical and get none. I fire my LB 10-X AC Cluster and
hit. 8 out of the 10 shots hit. The locations are RT, CT, LA, LL, RA, LT, RT, RA. Two hits in the damaged
area. I roll for criticals and I get one. The critical destroys my opponent's ER Large Laser, his biggest
weapon.
NOTE: the LBX series of autocannons are excellent choices because they are good punch though weapons
and the best find critical weapons. It is suggested if you have two tons of ammo to pick one of each kind.
Another thing you should keep in mind about your weapon systems is range. You should never try to fight
at a range that your mech is not equiped for. If you have an archer you should not be within 6 hexes of your
target. Here is the law:
Stay in ranges where you have the same or lower range modifier as your target for weapons that are:
1. Require Ammunition
2. Do lots of damage compared to your other weapons systems
3. Create lots of heat
These shots should not be wasted, although your minor backup weapons will suffer.
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The Law of Partial Cover
This law is based on the fact that if you have partial cover, there is a 1 in 6 chance of pegging the head,
compared to a 1 in 36 chance normally.
Partial cover is a double edged sword. Sure, it gives your opponent a +3 to hit modifier, but if he does hit,
welcome to head hit land. Take a look at the following chart.
Chance of hitting the head on a location roll with:
* No partial Cover: 2.78%
* Partial Cover: 16.67%
As you can see, the difference is quite alot. Here is the rule.
1. Don't go into partial cover if the opponent has a to-hit roll of 8 or lower with partial cover. Its much too
risky. The hit chance on an 8 is a bit lower then 42%, the chances of getting hit in the head like that is really
high, and that's BAD!

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?

BATTLETECH UNIT TYPE LAWS


These laws are rules that you should always remember when you are piloting a specific unit type. They try
to use the advantages and eliminate the disadvantages for each unit type.
Table of Contents
1. The Light Mech/Vehicle Law
2. The Assault Mech/Vehicle Law
3. The Unarmoured Infantry Law
4. The Armored Infantry Law
The Light Mech/Vehicle Law
Light mechs are a very important part of the Battletech Universe. Even though they are the cheapest, you
still want your mech to live as long as possible.
1. Speed and Terrain are Your Armour
Since Light Mechs cannot survive very many direct hits due to their weak armour. To make sure that this
doesn't kill you, you must use speed and terrain as your armour. Use them to your advantage to increase the
enemies to-hit roll.
2. Avoid Direct Confrontation
Light Mechs usually don't stand up against any mech that is more then 20 tons heavier then themselves. To
survive as long as possible, avoid direct slug fights. Don't fight like an assault mech, fight like a light mech.
The hit and run is the fighting style of fast units. Strike fast when the enemy isn't ready or has their back to
you. Then before they can retaliate, run to cover.
The Assault Mech/Vehicle Law
Assault mechs and vehicles have a specialized role in the Battletech world. This law is formulated into four
points.
1. Being Hit is BAD!!
Even though you may have lots of armour, you want it to last as long as possible. Don't go into a battle
thinking, "My mech's armour is invulnerable!". That kind of thinking loses battles.
2. Do not move so that your penalty to hit a opponent is higher then your opponents!
After all the point of an assault mech is to:
3. Hit the enemy with a bigger salvo of weapons then he hit you
This is the way battles are won between two equal tonnage assault mechs. You want to inflict more damage
on your opponent inflicts upon you.
4. Your range will generally be longer then your opponents.
Use this to your advantage. Soften up their armour before they can put up a sufficient response.
NOTE: Assault Vehicles should use caution before entering slugfest combat. Since all it takes is a bad roll
on the hit location table to kill it, you might want to take less in your face action.
The Unarmoured Infantry Law
Infantry have many disadvantages and a few advantages. The point of this law is to use the advantages to
the fullest and to reduce the disadvantages.
1. Cover is REQUIRED!
Never ever have your infantry in the open when there is an enemy unit in range of your unit. ONLY take
your infantry out of cover when there are no units that can fire upon you. This is a law without any
exceptions. Getting hit with double damage sucks big time.
2. Abushes are Effective
Infantry are units with no match when it comes to ambush. When you can set your infantry up in such a
manner DO SO, It increases infantries effectiveness immensely!
3. Retreat is Impossible, Try Hiding
With unaided infantry a retreat is impossible. When in a situation where retreat is required, have your
infantry hide in some heavy cover until the front ether gets pushed back or passes the infantry. When most
of the units are gone your infantry can march to where they are going without getting slaughtered. If you
have infantry transport vehicles, retreat is possible.
4. Do Not Send The Good After The Bad
When infantry is in trouble, never risk any other unit to try to save them. Infantry can save infantry but do
not use mechs to save them. Mechs cannot be replaced very easily, infantry can. The only exception to this
rule is if you were planning to attack anyway.
The Elemental Law
Elemental are much better then regular infantry, but they still suffer from some restrictions. To make
effective use of infantry follow these guidelines.
1. Elementals Need Support!
Elementals are only useful when supported by mechs or else when fighting vehicles or infantry. Even a star
of elementals cannot kill 1 mech when unsupported. When backed up by some mechs they become a small
threat that pilots cannot ignore.
2. Ammo Doesn't Last Forever
The main weapon of armored infantry is of course the SRM packs. Without it elementals aren't nearly as
useful. You only have two shots of this weapon. Make them count!

MECH CONSTRUCTION AND SELECTION TIPS


These tips are suggestions on what to look for in a mech. They can also be used when designing a mech.
Basically its an order of things to look for in a mech design. Each section will be followed by a brief
example of a mech being created.
Mech Choosing/Design Tips
1. What role(s) will the mech be used for?
2. Are there any restrictions placed upon your picking/designing?
3. What features do you like in a mech?
4. Movement Points
5. Armour
6. Defensive/Offensive Armament
7. Pick a mech!
1. What role(s) will the mech be used for? The first thing you must do before starting to look at mech
designs is you must choose what is (are) the role(s) that this mech will be used for? Here is a list of mech
roles.
* Recon
Fast movement, Good armour, Jump jets and/or active probe if possible. Ex: Locust
* Light Mech Hunter
Good movement, 5+ damage good range weapons, or LBX with shot and scatter. Ex: Phoenix Hawk
* Infantry Killer
Lots of machine guns and medium range weapons, Average speed. Ex: Stinger
* Vehicle Hunter
Average movement, many find critical weapons (see rules of thumb) Ex: Jenner
* Medium Mech Hunter
Lightly armed, Heavy armour, Fast heavy mech or assault mech. Ex: Grasshopper
* Fire Support
Many long range weapons, LRMs, ER lasers, etc. Ex: Archer
* Close Support
Lots of different weapons, Armour is not a priority. Ex: Hatchetman
* Front Line
Good mix of armour and weapons, heat sinks not very important. Ex: Warhammer
* Point Guard
Assult mech, priority is armour and weapons, speed is slow. Designed to trudge ahead while the battle
moves around it. Ex: Atlas
After you have chosen the role it will play you must think about the requirements for this role. If your mech
needed to be a fire support mech it needs long range weapon systems plus some short range things to be
able to hold off attackers that get close until help can come. If it's a light mech hunter it needs to be fast
enough to catch light mechs but with enough firepower to blow them away. The requirements for the
mech's role will allow you to rule out some mechs as a possibility.
Ex: I wish to design a light mech hunter. I look at the list and find it requires good movement, weapons that
do 5 or more damage and have good range or else an LBX.
2. Are there any restrictions placed upon your picking/designing? If there are any restrictions placed upon
you, this greatly narrows down your options and speeds up the search. What's the point of looking at 100
ton mechs when you need a 20 ton one?
Ex: Well, there are some restrictions. The mech must be a light mech (10-35 tons) and must have enough
tonnage for good speed with good damage weapons. I decide that I had better decide upon the main weapon
type before going any further. I decide that the PPC is a good weapon for light mech killing. It will require
7 tons of weapon space. Looking over other 3025 designs (this is a Level 1 design), I find that 30 ton mechs
have 7 tons of weapon space with enough left over to have some support weapons. I decide to make my
mech 30 tons.
3. What features do you like in a mech? If you have certain features you like in a mech, you will probably
do better in a mech that has these features. I'm partial to mechs with Jump Jets, simply because I like the
extra maneuverability options and its a good way to get away from another mech. I tend to do better in
mechs with Jump Jets because I like them, and I have changed games my fighting style accordingly. If you
are designing a mech, you may not be able to include the features you like, because they don't fit the role of
your mech.
Ex: As stated above I like jump jets. The problem is for a light mech killer, it probably won't have enough
room for them after all the weapons and equipment it needs for the role. So probably my mech won't get
JJs.
4. Movement Points
The speed of a mech is very important and is a good start in ruling outmechs. You must pick the speed of
your mech carefully. Even if you have amech that speed is not very important (like a fire support mech)
you do notwant a mech that is too slow. You still want to be able to escape or at
least stay your distance from other mechs. You must decide a range of walkspeed, and also weather you
want jump jets or not. You can rule out anymechs that are not in the MP range you pick.
NOTE: MASC is an interesting case. You must not think that MASC speeds are permanent. They are not.
In fact, to use MASC more then 2 turns in a row is deadly. You must think of MASC as a burst of speed,
you cannot count on it all the time.
Ex: Well, this mech needs to be able to move enough to chase down enemy light mechs. I take a look in the
Technical Readout and I find that most light mechs have 6 walk MP. I decide that this is a good speed to
have my mech move. Sure, I won't be able to catch the faster ones, but a few solid hits from my PPC is all I
require to put one down.
5. Armour
Armour is another factor that is easy to compare between mechs. You must consider how important good
armour is to your mech's role. If you mech's role is a "break through" mech, you better have at least average
armour for its weight class. If you mech's armour is below average for its weight
class it must ether be able to move fast, or else have LOTS of weapons.
Ex: This mech needs lots of armour. After looking at other light mechs I decide to go with 6 tons of armour.
I want my mech to have LOTS of protection, and 6 tons is all I can throw on. It can take a beating
compared to other light mechs.
6. Defensive/Offensive Armament
The next thing you should compare between the mechs/choices you have left is armament. You want to
pick weapons that will fit the best in your mech's role. You also don't want to pick a mech that relies
completely on ammo, unless you will be able to resupply easily. It is okay to have your mech's main
weapon be ammo reliant, especially if you have enough ammo to go about 15 rounds of continuous firing
with it. A nice balance of ammo and energy weapons is good. Another thing you want to look at is range.
You don't want to be stuck in something that has only short range weapons, unless it can move fast to close
with the enemy. On the other side of the coin is you don't want to be stuck with a long range weapon that
has a minimum range and no short range weapons to cover it. Another point is heat. You want to pick a
mech that doesn't overheat at all when it fires off it's main weapons. If it overheats when it fires all of it's
weapons that's okay, and it also mean you must use good judgment. In the end you must pick the mix
between:
* Ammo Weapons --------------------- Energy Weapons
* Long Range --------------------- Short Range
* Low/No Heat --------------------- High Heat
Defensive Armament is a different matter. The anti missile systems are good if you think you will
encounter mechs with missiles. If you expect lasers and autocannons, not worth the space/weight. ECMs
are defiantly a good thing. They block many electronics and the aid is not just for your mech, but your
whole lance/star. The drawback with them is mechs with ECMs tend to be fire magnets. If your mech has
one, be prepared for it.
For the most part you must judge weather you like a mech's Armament or not, because you will be the one
using it, not me.
Ex: Well, after looking at what I have left, I decide to go with the PPC, for punch and range.. Then as close
in support weapons I decide to go with the infallible Medium Lasers. This mech will have heat problems at
close range but that's okay. One salvo should be enough to slag a light mech.
7. Pick a mech!
The steps above are for ruling out possibilities while selecting a mech. Now you must pick between the
remaining mechs. What one do you like best?
Ex: Well, now I flesh out my design. I finish all the stuff I'm supposed to when I design a mech. The
Information sheet for it follows.
Permission granted for personal use, as long is credit is given where it is due.
Level 1 Light BattleMech
Designed by Evan Jones
Name: VKG-1A Viking
Tons:30
Walk:6
Run:9
Jump:0
Heat Sinks:10
Armour Factor:
H:8
CT:16
CT(R):4
LT/RT:11
LT/RT(R):3
RA/LA:6
LL/RL:14
Equipment:
PPC: LT
Medium Laser(X2): RT
Variant:
For a cheaper Viking, remove all arm actuators.

BATTLETECH LANCE/STAR COMPOSTION


This section is to help you to decide what types of mech you want to place in your lance. The mech types
are from the Mech Selection/Design tips section. This section introduces the following lance types:
* Recon Lance
This lance has speed as a priority, electronic searching gear helps too. A bit of support for the weaker units
are required as well.

* Light Mech Hunter Lance


This lance operates as an effencient unit to destroy as many light mechs as possible. A blend of speed and
firepower is a priority.

* Riot Suppression Lance


This lance is suited for anti-infantry, anti-vehicle and anti-light mech combat.

* Fire Support Lance


A lance that supplies long range firepower to front line units. Long range firepower with some close
support or front line units for additional protection.

* Main Battle Lance


This lance is designed to do the brunt of the fighting. Mostly frontline with some close support added in.
Mostly Medium-Heavy Mechs.

* Mixed Battle Lance


This lance is made for heavy fighting, but is more varied then themain battle lance. This lance has some
front line/close support unitsbut adds a specialty unit (fire support, light mech hunter etc etc) for more
varied assignments.

* Assult Battle Lance


This is a heavy lance, formed with point guards and front line units.This lance is designed to trudge ahead
and simply crush the front line.

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
---------------------------------------------------------------------------
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

---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
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
---------------------------------------------------------------------------
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
---------------------------------------------------------------------------

EDITOR'S NOTE / CONTACT INFORMATION


This is the first release of the survival guide, and is in it's development stage. If you have any one wishing
to contact me can do so at the addresses below:
Evan Jones
jonesev@cadvision.com Through Internet
Evan Jones,Macremote Through Onenet
What do you think? I would like to hear YOUR opinion on the guide. Any additions? Any new additions to
the guide (new sections, additions to sections, what you would like to see, etc etc) are also welcome. Do
you want to be a beta reader, and have your input form the next release of this guide? Please, contact me.
Credits:
I would like to give a big thank you to my contributers/beta readers, Jon Bezeau (Jonboy!), Lander
Williams and Gary Kramer. Without thier input and comments, this guide would be a mess and have
MANY holes in it!. I would also like to thank Joshua Damon Bradley, for a message that he posted on
tactics to RGM, and that I found on some webpage somewhere. That text was the best thing on tactics I
have ever found. It inspired me to create this guide, Thanks Joshua. Lastly, I would like to thank everyone
on RGM, and everyone who has a battletech webpage. If RGM wasn't out there, I wouldn't have done this,
and you guys also gave me some tactic tips.
WANTED:
Do you have a GREAT trick that always gets people, at least the first time around? Do you want to share it?
If so, WE WANT YOUR TRICK! So send them to Evan Jones at the address above. A trick is simply a little
move which can be done if the conditions are right, and helps you out. The following is a trick.
If you have 3 mechs against 1 mech, next time your team wins initiative, arrange your mechs in a triangular
pattern, facing inward, with the enemy mech in the middle. This way, if the enemy turns toward one of the
mechs, two are always firing at the back. If you lose initiative, just back up the mechs so the triangle is
bigger, hopfully so the enemy can't get out of the middle. This trick works wonders with locusts.

2001 C. Tanner - Switch's BattleTech Page

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