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.

Monday, December 2, 2013

December 2013 Schedule

BATTLETECH NIGHTS, CATALYST GAME LABS
DATE/TIMEGMDETAILSVENUE
12/06 - 6:30p
East Lansing
Chuck Wilson Succession Wars Era:
Steiner vs. Kurita
(Alpha Strike Rules)
REP
12/13 - 6:30p
East Lansing
Chuck Wilson Star League Era:
SLDF vs. RWA
(Total War Rules)
REP
12/14 - 11:00a
Grand Rapids
Jeff & Jeff 'Mechs, Munchies and Mayhem
(Total War Rules)
BKG
12/14 - 12:00p
Jackson
James Topa Solaris Season 2
(Total War Rules)
NI
12/20 - 6:30p
East Lansing
Aaron Pollyea Jihad Era:
ComStar vs. Word of Blake

(Alpha Strike Rules)
REP
12/20 - 6:30p
Battle Creek
James Topa On The Run, pt.2
(Total War Rules)
ODG
12/21 - 12:00p
Kalamazoo
James Topa Hit and Run
(Total War Rules)
GMH
12/27 - 6:30p
East Lansing 
Chuck Wilson Clan Invasion Era:
Homeworld Clans Trial of Refusal
(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, GMH: Game Masters Hobby, NI: Nostalgia Ink, ODG: Odyssey 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.
  • Instead of rolling one set of dice for to-hit rolls, players roll a set of dice for each damage point their unit does at the range for the specified attack. Exa: if I'm making a short range attack and my unit does 3 points of damage at short range, then I roll three sets of six sided dice.


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