Ongoing monthly games in Michigan

We've got four locations in Michigan with regular monthly games:
AFK Games in Holt/Lansing, BigKidz Games in Grand Rapids,
Nostalgia Ink in Jackson, and BC Comix in Kalamazoo.
Check the schedule for a game near you.

Saturday, October 26, 2013

November 2013 Schedule

BATTLETECH NIGHTS, CATALYST GAME LABS
DATE/TIMEGMDETAILSVENUE
11/01 - 6:30p
East Lansing
Chuck Wilson Succession Wars Era:
Capellans vs. Davions

(Total War Rules)
REP
11/08 - 6:30p
East Lansing
Chuck Wilson Trial of Annihilation
Clan Wolf vs. Clan Widowmaker

(Alpha Strike Rules)
REP
11/09 - 11:00a
Grand Rapids
Jeff & Jeff 'Mechs, Munchies and Mayhem
(Total War Rules)
BKG
11/09 - 1:00p
Battle Creek
James Topa CBT Demo
(Total War Rules)
GM
11/15 - 6:30p
East Lansing
Aaron Pollyea Circa 2990
Marik vs. Anduriens

(Total War Rules)
REP
11/22 - 6:30p
East Lansing 
Chuck Wilson Star League Era:
SLDF vs. Rim Worlds
(Alpha Strike Rules)
REP
11/30 - 12:30p
Jackson
James Topa Solaris Melee Challenge Finals
(Total War Rules + Solaris Melee Rules)
NI
(REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games, GM: Game Masters, NI: Nostalgia Ink)

Rules standardization for Battletech games in games run by Charles "IronSphinx" Wilson at Replay Entertainment Exchange.

Rules standardization for Battletech - Total War ruleset
Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Rules standardization for Battletech - Alpha Strike ruleset

    While we play Alpha Strike using the Advanced Ruleset (p22-49), the following "Advanced Options" rules will also be "in play" for our Alpha Strike ruleset games:

  • Advanced Movement Modes (all modes)
  • Artillery
  • Alternate Munitions
  • ECM/ECCM
  • Ejection/Abandoning units
  • Fire and Smoke
  • Hidden Units
  • Minefields
  • Special Abilities

  • All other rules found in the Advanced Options will be implemented on a case-by-case basis depending on whether or not they are applicable to the scenario or units.

    The following rules are "house" rules and are used to promote better game balance along with promoting a greater flavor of the Battletech universe that most players are already used to:

  • Bipedal BattleMechs can torso twist one hex facing left or right, Quad ‘Mechs cannot.
  • Jumping defense modifier only applies if you jumped in the movement phase of that turn
  • Jumping unit receives a +1 to hit modifier if they jumped during the movement phase of that turn.


  • Tuesday, October 1, 2013

    October 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMDETAILSVENUE
    10/04 - 6:30p
    East Lansing
    Chuck Wilson Jihad Era:
    ComStar vs. Word of Blake

    (Total War Rules)
    REP
    10/11 - 6:30p
    East Lansing
    Aaron Pollyea Star League Era:
    SLDF vs. Outworlds Alliance

    (Total War Rules)
    REP
    10/18 - 6:30p
    East Lansing
    Chuck Wilson Rock'em Sock'em Robot Night: Assault 'Mechs
    (Alpha Strike Rules)
    REP
    10/25 - 6:30p
    East Lansing 
    Chuck Wilson Comstar vs. Word of Blake
    (Total War Rules)
    REP
    (REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games)

    Rules standardization for Battletech games in games run by Charles "IronSphinx" Wilson at Replay Entertainment Exchange.

    Rules standardization for Battletech - Total War ruleset

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:


  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:


  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Rules standardization for Battletech - Alpha Strike ruleset

    While we play Alpha Strike using the Advanced Ruleset (p22-49), the following "Advanced Options" rules will also be "in play" for our Alpha Strike ruleset games:


  • Advanced Movement Modes (all modes)
  • Artillery
  • Alternate Munitions
  • ECM/ECCM
  • Ejection/Abandoning units
  • Fire and Smoke
  • Hidden Units
  • Minefields
  • Special Abilities

  • All other rules found in the Advanced Options will be implemented on a case-by-case basis depending on whether or not they are applicable to the scenario or units.

    The following rules are "house" rules and are used to promote better game balance along with promoting a greater flavor of the Battletech universe that most players are already used to:


  • Bipedal BattleMechs can torso twist one hex facing left or right, Quad ‘Mechs cannot.
  • Jumping defense modifier only applies if you jumped in the movement phase of that turn
  • Jumping unit receives a +1 to hit modifier if they jumped during the movement phase of that turn.


  •