When developing the movement system, one of the questions I had was why use it at all? After all, if my â€˜Mech is dug into good cover, why would I ever leave and expose myself to enemy fire? The answer is in the actual BattleTech miniatures game: there are missions, and those missions have your force doing something. So why move? Because you have a mission to advance to a target. Or because you need to get into position. Or you need to search for an objective.
One of the comments from the demo of the BattleTech DMG at GenCon last year was about getting more of the tactical aspects of the BattleTech game into the DMG. The proof of concept game was really a slugfest: two â€˜Mechs pounding it out on the battlefield with Take Cover or Dodge cards allowing â€˜Mechs to avoid getting hit. It really wasnâ€™t much more than playing an occasional card to adjust your opponentâ€™s chances of hitting. Playing the miniatures game, a lot of the gameplay comes into maneuvering your â€˜Mech around into a better position, hoping to get flanking or around to where the enemy cannot react to your attack.
Long time, no update on the BattleTech DMG. In short, I’ve moved cross country and we’re finally more or less recovered from the big move. Feedback from the demo at GenCon was positive, as I’ve mentioned here and at some other places. Now that things are looking like I have some more time coming up, I’m interested in developing the game a bit more before my next soft deadline to re-pitch the game. The month of December is, well, December, and that means family visits and the like. So while I’m planning on having a new version done over the next few weeks, I don’t think I’ll have anything on the BattleTech Deckbuilding ‘Mechfighting Game ready to show until January ((Oh hi, it’s March!)). Keep checking out this site — I’ll be in touch a bit more over the next few weeks.