Some Battletech Questions in General Sci-Fi Posted October 13, 2010 · Report reply Thanks for the info guys, that's really helpful. I found an old boxed set on ebay - 3rd edition with Unseens! - for $11 before higher bids and shipping. Punch-out cardboard mechs. Do you think it's worth it? I think the big draw would be the out of print Unseen stuff, and the downside is that it's 3rd edition which I believe (?) is not current. I think a big part of the draw for me at this point would be playing games in the context of a campaign. So many games are based around speed of play and fast-paced action (which is a good thing, don't get me wrong) that they really just do not work well in a campaign setting. A typical Warlord game lasts an hour and has something like 70% or higher attrition rate for both forces after only three turns. Makes for a great experience, but how could you possibly maintain any meaningful sense of unity game to game in a campaign like that? What I remember from Battletech (and what I experienced as I gave it a shot yesterday using the free downloads to quick-start myself) is that in Battletech you can reasonably expect to "beat" an opponent without actually destroying any of their mechs. Simply put, when the Panther's PPC gets knocked out on one team, and the Clint takes a Gyro hit on the other team, and their companions are both reasonably battered, the teams will most likely break off the battle with a few parting shots (assuming you're playing with a sense of the expense of the machines in mind - how valuable is your objective, really, if you're going to end up losing your mechs over it?) So probably for me my best bet would be Total Warfare for the rules, and Strategic Operations for the campaign management details? Does Strategic Ops have details about the expense and time it takes to repair mechs? I think the ideal campaign for me would be a short-term affair. Say, Player A controls the garrison on such and such a planet, and Player B controls the raiders who just touched down in their Union class dropship. The Garrison is composed of X mechs and has such and such repair capabilities, and the raiders have stuffed their Union with Y mechs and has only thus and such spare parts. You then assign a general map to the area, the Raider plans their objectives, and the garrison tries to fend off the raiders. The campaign begins as the Union is detected in system (garrison gets some time to deploy forces based on whatever intel they may have), combat begins after the Union is planetside and the two sides begin fighting. Battles take place on a timeframe set by both players - either player can run it faster or slower based on when they send attacks, and both players can use whatever forces they have remaining and operational at the time, that they can get to the site of the battle. You play it for as long as the Raider thinks it is worthwhile to continue the attack, or until the Garrison wipes out the raiders. Bonus points if the Garrison can take out the Union and move the campaign into guerilla warfare mode.