Ongoing monthly games in Michigan

We've got four locations in Michigan with regular monthly games:
AFK Games in Holt/Lansing, Nostalgia Ink in Jackson,
BC Comix & Games in Battle Creek, and Guild of Blades in Clawson.
Check the schedule for a game near you.

Wednesday, January 1, 2014

January 2014 Schedule

01/03 - 6:30p
East Lansing
Chuck Wilson Clan Invasion Era:
Homeworld Clans Trial of Refusal
(Total War Rules)
01/10 - 6:30p
East Lansing
Chuck Wilson Jihad Era:
Assault on Mars (WoB v. Dragoons)
(Alpha Strike Rules)
01/11 - 6:00p
Grand Rapids
Jeff Stone 'Mechs, Munchies & Mayhem
Battletech Scenario and Pods (Total War Rules)
01/17 - 6:30p East Lansing Aaron Pollyea Taurian Concordat vs. SLDF
(Total War Rules)
01/25 - 12:00p Jackson James Topa Solaris, Season 2
(Total War Rules)
01/31 - 6:30p
East Lansing
Chuck Wilson Civil War Era:
Inkspot Irregulars
(Alpha Strike Rules)

DATE/TIME                    DETAILSVENUE
Every Thursday night
in January
6p - 11p
Grand Rapids 
Big Kidz Games
Battletech Pods Regulars Night
$10 all night play.
Unlimited play for one low price.
(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
  • 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.