TACTICS

NOTE: The following BattleTech Survival Guide was created by Evan Jones who gets complete,
unchallenged credit as it's author and as it was posted on the Rec.Games.Mecha news group in 1996. A bit
dated but still an outstanding guide for the beginning player to battlefield tactics and how to get the most
out of the game. Recommended reading. Text is unedited.
- Switch

Authored By Evan Jones
Legal Stuff: BATTLETECH, 'MECH, BATTLEMECH, and MECHWARRIOR are trademarks of FASA
Corporation, used here without permission.
NOTE TO FASA: It is my belief that PLAYERS make a wargame/RPG what it is, and in creating this text,
I hope that I have not infringed on your copyrights, but instead have made an addition to the Internet
Battletech Community.
Permission is granted by the author to distribute this text as long as it remains unchanged, no fee is
charged and credit is given where it is due.
Now, without further ado, I am proud to present:
THE UNOFFICIAL BATTLETECH SURVIVAL GUIDE
Compiled By: Evan Jones
Contributors: Jon Bezeau (Jonboy!), Lander Williams, Gary Kramer
The battlemech stomps on to the field. The pilot's skill was unmatched. How did he manage to become
such a fearsome pilot? Years of battle? Hours of simulator time? Nope, he just memorized the Survival
Guide.
This guide was created when I noticed there was no comprehensive guide to battletech tactics. Sure, there
are some basic texts, but no large guide that deals with almost everything. This guide tries to achieve that
goal. We (The editor and contributors) know that in the current form this guide does not deal with
everything. With your help, it could become just that. If you have submissions for this guide, look under the
contact information at the bottom of the guide.
Table of Contents
1. Rules of Thumb
2. Unit Type Laws
3. Mech Construction/Selection Tips
4. Lance Star Composition
5. To-hit Chance Tables
6. Editors Note/Contact Information

RULES OF THUMB
These are rules that will generally help you while playing Battletech
Table of Contents
1. The Law of Positioning
2. The Movement Law
3. The Law of Weapon Fire
4. The Partial Cover Law
5. The Law of the Rear Arc
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The Law of Positioning
This law is the most important. It is the aspect of Battletech that you should consider before all the others.
Position is everything in Battletech. Mech combat is like low speed dog fighting. Behind another mech's
back is most often the location that each pilot is trying to get to. If you do, you have a chance to pierce the
weaker back armour, and get shot at by less weapons at the same time. At other times, you may wish to be
on top of a hill, or run for cover, or head for water, depending on the situation. Here are some steps to
determine where you want to be.
1. Determine your overall battle goal
2. Determine your goal for this turn
3. Find possible locations that will help to reach these goals
4. Chose the best position
5. Do it

* Use your range: If you have a range advantage. Determine your overall battle goal This simply means find what do you hope to achieve with this battle. Unless of course the hex you would be in is covered by another mech. It could be as simple as "We'll go one on one" to something more complex. It will make you harder to find. or else be able to attack the enemy when they don't suspect it or when the enemy is being repressed by your lance mates. 3. With this goal in mind. They could even think you ran away. 2. * Side Arcs: Often in a long battle you will have badly damaged one side of a mech. If you can. but they will only be able to hit you with one arm. You want to try to keep the other laws included in this section in mind (especially Law 2!). Another few guns at such a crucial time can really make a diffrence and throw the enemy formation out of whack. Most often secondary goals are things you want to do. You should pick your targets. . Defensive Situations: These are if you want to keep some armour * Behind the Back: Usually there are less weapons facing rear on a mech so you will get hit less if you are behind one. Find possible locations that will help to reach these goals Now you must test out possible locations that you want to get to. lie down. but will only do if the opportunity comes up while trying to complete the main goal. Offensive Situations: These are if you want to kill some enemies * Back Shot: If you can get behind a mech. Or you can try to get them in your medium range while you are in their long range. It will make a difference! * Back to the wall: If you have a slower mech. Get out of the LOS of all enemy mechs and lie down in some cover. get your back to a steep hill/cliff. Here is a list of good situations you will want to keep your eye open for. Retreat to a location where no enemy mechs can see you. Your lancemates should have been able to get the problem off your back. use it! Stay far away from your opponent and bombard them with long range firepower while they can't hit you. 1.Here are the steps in detail. * Retreat: Sometimes cutting off all combat options is a good idea. it could be a good idea to run. You may also want to have a secondary goal in mind. That way you can fire upon him without worrying about the annoying back shot. you want to be on that side to improve your weapon efficiency. Get yourself out of a mech's LOS or at least add a modifier to his roll. Determine your goal for this turn In this step you must keep your battle plan in mind and decide where you want to be. formulate a basic battle plan. deep water or tall hills. if you really want to be protected. Mechs will most often rotate their torso when you are in this position. unless it can flip arms. and basically where you want to be or whatever else you want to do. By the time you come back out. or else the mechs should be more damaged and lower on ammo. make sure it is the weaker arm. That is the most important you also will want to figure out what you want to do with your mechs this turn. like behind a hill or in deep forest. Most of the time it is simply annihilation of the enemy. you probably want to do so. This can enable you to set up an ambush. so in case you are in position to complete the secondary goal then you will probably want to do so. * Cover: If you are in serious trouble head for forest. * Retreat: If you are in deep trouble. Then.

RA. but this law will help. The best punch through weapon has to be the AC/20. I want to run 7 hexes for my opponent to get a +3 modifier for movement and I'll only get a +2. There are no rules for this one. sometimes hard. Do It! Move your mech to the spot you picked. Basically you want to find a spot that will achieve your goals for the turn and will fit your battle plan. It is inefficient to try to calculate all the terrain modifiers so just calculate movement modifiers. You can follow this simple chart. You must remember what you want to do with this turn. The order you should fire your weapons is this: * Punch Through Weapons * Find Critical Weapons This order maximizes the efficiency of your weapons. LRMs. You must pick a location that YOU think is a good one. The Punch Through Weapons are ones that destroy large amounts of armour in one location. The at least column is the target number of hexes you need to move to get the same movement modifier to attack your target as your target does to get you. LL. as shown in the TR3025. Medium Lasers. It pierces the RA armour. rolls for critical hits. I am in range for both weapons. I fire my LB 10-X AC Cluster shot first. 8 out of the 10 shots hit. My target is in a Valkarie. CT. I will define the two types of weapons I will be talking about here. . LA. 2. These weapons are good for destroying the armour on a mech. 5. SRMs. 4. PPCs. 1. I fire my PPC and it pierces my target's RA. I consult the table. It may have gone something like this: I fire my PPC. So I run straight towards him. This could have gone better if I had fired my PPC first. if you want to hit and survive. When you use your punch through weapons first you have a chance to "break" the external armour and then you have a chance to score many criticals. Machine Guns. I roll for critical and get none. then comeback ready to go. NOTE: the LBX series of autocannons are excellent choices because they are good punch though weapons and the best find critical weapons. Two hits in the damaged area. Basically. better in ASCII. depending on the number and the main weapon. * High Heat: Head for Level 1 or deeper water. Large Lasers. Example: My mech has an LB 10-X AC and a PPC. The critical destroys my opponent's ER Large Laser. RA. The law is based on the fact that. Small Lasers. I roll for criticals and I get one. RT. LT. Easy eh? --------------------------------------------------------------------------- The Movement Law This law is a law to remember. The terrain is all clear so I can just run towards him. --------------------------------------------------------------------------- The Weapons Fire Law In order to take advantage of your array of weapons in your mech there is an order you should fire your weapons in. It looks ugly in HTML. The Find Critical Weapons are weapons that spread the damage across locations. Here is an example: I'm in a Jenner. he needs a 9. I hit and my shot scatters all over the mech. The locations are RT. Punch Through Weapons: AC's. I fire my LB 10-X AC Cluster and hit. just remember the Partial Cover Law! Another way to lower heat is to retreat until your heat goes down. it must be harder for your opponent to hit you then it is for you to hit him. They have a higher chance of finding damaged locations because when you hit with one you make many hit rolls. It is suggested if you have two tons of ammo to pick one of each kind. Find Critical Weapons: LBX AC's.. his biggest weapon. First. Sometimes it is easy to pick. and gets none. positioning is more important. as shown.Other Situations: These are situations that are not defensive OR offensive. Medium lasers can be find critical weapons as well. Chose the best possible location After you have ruled down the choices a bit you must now choose the best location. To hit him I need an 8. The Better column is the minimum number of hexes you need to move so your opponent has 1 more point of movement modifier then you do. Mode of Movement At Least Better Walking 3 5 Running 5 7 Jumping 5 7 The numbers are in hexes moved.

the A are the arm arcs and the R is the rear arc. and that's BAD! 2. the chances of getting hit in the head like that is really high. there is a 1 in 6 chance of pegging the head.Another thing you should keep in mind about your weapon systems is range. Sure. \_/F\_/F\_/A\_/ /F\_/F\_/A\_/R\_ \_/F\_/#\_/R\_/ /F\_/F\_/R\_/R\_ \_/F\_/A\_/R\_/ /F\_/A\_/R\_/R\_ \_/A\_/A\_/R\_/ /A\_/A\_/A\_/R\_ . 1. although your minor backup weapons will suffer. Here is the law: Stay in ranges where you have the same or lower range modifier as your target for weapons that are: 1. Chance of hitting the head on a location roll with: * No partial Cover: 2. 3. --------------------------------------------------------------------------- The Law of Partial Cover This law is based on the fact that if you have partial cover. If your to-hit roll is low and the enemy is in partial coverthen a good procedure is to "stand and deliver" your weapons upon the target in partial cover. You can use this law on offence as well.67% As you can see. They have a high chance of killing you or at least knocking you out. The above mech's new firing arcs when it rotates one to the left is shown below. The hit chance for a to-hit roll with 9 is 27%. Require Ammunition 2. but if he does hit. If he has multiple high damage weapons you must think twice. If you have an archer you should not be within 6 hexes of your target. Lots of find critical weapons (See Weapon Fire Order Law) are also bad. 6 head hits kill the pilot inside. Take a look at the following chart. Many people believe that the hexes marked with an R in the following graphic are untouchable. Partial cover is a double edged sword. You should never try to fight at a range that your mech is not equiped for. The hit chance on an 8 is a bit lower then 42%. The Law of the Rear Arc There is a position that you can stand your mech in and the enemy can not hit you. The reason is because people forget that mech's can torso rotate one hexside right or left.78% * Partial Cover: 16. Don't take partial cover if your opponent can hit with weapons that do 15 or more damage in one location when his to-hit roll is 9 or lower. expecally if you have the aforemention scatter weapons or else the 15+ damage weapons. Don't go into partial cover if the opponent has a to-hit roll of 8 or lower with partial cover. it gives your opponent a +3 to hit modifier. (The # is the mech. Do lots of damage compared to your other weapons systems 3. Here is the rule. the difference is quite alot. Create lots of heat These shots should not be wasted. 4. A 15 point hit destroys a head 100%. Its much too risky. F is the forward arc. compared to a 1 in 36 chance normally. There are some misconceptions and confusions about this position however. welcome to head hit land. Don't enter partial cover when a mech has many scatter weapons pointed at you. \_/F\_/F\_/F\_/ /A\_/F\_/F\_/A\_ \_/A\_/#\_/A\_/ /A\_/A\_/A\_/A\_ \_/A\_/R\_/A\_/ /A\_/R\_/R\_/A\_ \_/R\_/R\_/R\_/ /R\_/R\_/R\_/R\_ This is simply untrue.

Don't go into a battle thinking. \_/ \_/ \_/ \_/ / \_/ \_/ \_/ \_ \_/ \_/#\_/ \_/ / \_/ \_/ \_/ \_ \_/ \_/ \_/ \_/ / \_/L\_/R\_/ \_ \_/L\_/ \_/R\_/ /L\_/ \_/ \_/R\_ Now. The Armored Infantry Law The Light Mech/Vehicle Law Light mechs are a very important part of the Battletech Universe. Use this to your advantage. Use them to your advantage to increase the enemies to-hit roll. or had its arm shot off. Being Hit is BAD!! Even though you may have lots of armour. Then before they can retaliate. instead of left. Table of Contents 1. To survive as long as possible. Speed and Terrain are Your Armour Since Light Mechs cannot survive very many direct hits due to their weak armour. so you could be hit. Don't fight like an assault mech. The Unarmoured Infantry Law 4. you must use speed and terrain as your armour. 1. 2. Hit the enemy with a bigger salvo of weapons then he hit you This is the way battles are won between two equal tonnage assault mechs. or has no weapons on that arm. Even though they are the cheapest. Your range will generally be longer then your opponents.As you may notice. you still want your mech to live as long as possible. obviously the mech would just rotate right. The Light Mech/Vehicle Law 2. "My mech's armour is invulnerable!". 1. avoid direct slug fights. Avoid Direct Confrontation Light Mechs usually don't stand up against any mech that is more then 20 tons heavier then themselves. The Unarmoured Infantry Law . The hit and run is the fighting style of fast units. The Assault Mech/Vehicle Law Assault mechs and vehicles have a specialized role in the Battletech world. fight like a light mech. You want to inflict more damage on your opponent inflicts upon you. If your enemy is missing an arm. To make sure that this doesn't kill you. Try to get into your enemies rear arc. the ones that are still in the rear arc if the mech rotates right are marked with an L. Now that wasn't that hard now was it? BATTLETECH UNIT TYPE LAWS These laws are rules that you should always remember when you are piloting a specific unit type. They try to use the advantages and eliminate the disadvantages for each unit type. But if that mech didn't have any weapons on the right arm. Strike fast when the enemy isn't ready or has their back to you. Do not move so that your penalty to hit a opponent is higher then your opponents! After all the point of an assault mech is to: 3. Soften up their armour before they can put up a sufficient response. put your mech in an R hex if its missing its right arm and an L hex if its missing a left arm. you might want to take less in your face action. there is one row of hexes that is in the rear arc on both hexmaps. The Assault Mech/Vehicle Law 3. run to cover. your mech would be untouchable! So the law is thus: 1. you want it to last as long as possible. That kind of thinking loses battles. so you can only be shot with the weapons on one arm. 2. if your mech was standing in the first hex marked with an R before the rotation. Since all it takes is a bad roll on the hit location table to kill it. 4. 2. The rows of hexes that are in the rear arc in both the above diagrams is marked with an R (This will be explained in a moment). NOTE: Assault Vehicles should use caution before entering slugfest combat. This law is formulated into four points.

If you have infantry transport vehicles. Without it elementals aren't nearly as useful. etc. Movement Points 5. What role(s) will the mech be used for? 2. Try Hiding With unaided infantry a retreat is impossible. Abushes are Effective Infantry are units with no match when it comes to ambush. Do Not Send The Good After The Bad When infantry is in trouble. This is a law without any exceptions. never risk any other unit to try to save them. Average speed. Pick a mech! 1. Mechs cannot be replaced very easily. infantry can. ONLY take your infantry out of cover when there are no units that can fire upon you. many find critical weapons (see rules of thumb) Ex: Jenner * Medium Mech Hunter Lightly armed. When backed up by some mechs they become a small threat that pilots cannot ignore. Make them count! MECH CONSTRUCTION AND SELECTION TIPS These tips are suggestions on what to look for in a mech. Defensive/Offensive Armament 7. Ammo Doesn't Last Forever The main weapon of armored infantry is of course the SRM packs. The only exception to this rule is if you were planning to attack anyway. Retreat is Impossible. They can also be used when designing a mech. 2. When you can set your infantry up in such a manner DO SO. When most of the units are gone your infantry can march to where they are going without getting slaughtered. retreat is possible. Infantry can save infantry but do not use mechs to save them. Elementals Need Support! Elementals are only useful when supported by mechs or else when fighting vehicles or infantry. What features do you like in a mech? 4. Ex: Phoenix Hawk * Infantry Killer Lots of machine guns and medium range weapons. 5+ damage good range weapons. have your infantry hide in some heavy cover until the front ether gets pushed back or passes the infantry. Good armour. The point of this law is to use the advantages to the fullest and to reduce the disadvantages. Jump jets and/or active probe if possible. LRMs. Basically its an order of things to look for in a mech design. Ex: Stinger * Vehicle Hunter Average movement. 2. What role(s) will the mech be used for? The first thing you must do before starting to look at mech designs is you must choose what is (are) the role(s) that this mech will be used for? Here is a list of mech roles. 4. 1. 1. Even a star of elementals cannot kill 1 mech when unsupported. Armour 6. * Recon Fast movement. ER lasers. Cover is REQUIRED! Never ever have your infantry in the open when there is an enemy unit in range of your unit. or LBX with shot and scatter. but they still suffer from some restrictions. Ex: Grasshopper * Fire Support Many long range weapons. Each section will be followed by a brief example of a mech being created. The Elemental Law Elemental are much better then regular infantry.Infantry have many disadvantages and a few advantages. Are there any restrictions placed upon your picking/designing? 3. When in a situation where retreat is required. Getting hit with double damage sucks big time. To make effective use of infantry follow these guidelines. Ex: Locust * Light Mech Hunter Good movement. Fast heavy mech or assault mech. You only have two shots of this weapon. Mech Choosing/Design Tips 1. Ex: Archer . It increases infantries effectiveness immensely! 3. Heavy armour.

but a few solid hits from my PPC is all I require to put one down. You must consider how important good armour is to your mech's role. there are some restrictions. Armour is not a priority. Are there any restrictions placed upon your picking/designing? If there are any restrictions placed upon you. I decide that the PPC is a good weapon for light mech killing. Ex: Well. and I have changed games my fighting style accordingly. Even if you have amech that speed is not very important (like a fire support mech) you do notwant a mech that is too slow. So probably my mech won't get JJs. You still want to be able to escape or at least stay your distance from other mechs. 3. You must pick the speed of your mech carefully. After looking at other light mechs I decide to go with 6 tons of armour. What's the point of looking at 100 ton mechs when you need a 20 ton one? Ex: Well. In fact. 6. I'm partial to mechs with Jump Jets. Ex: This mech needs lots of armour. Ex: Warhammer * Point Guard Assult mech. I look at the list and find it requires good movement. I decide to make my mech 30 tons. 2. If it's a light mech hunter it needs to be fast enough to catch light mechs but with enough firepower to blow them away. you better have at least average armour for its weight class. If you are designing a mech. or else have LOTS of weapons. I want my mech to have LOTS of protection. and 6 tons is all I can throw on. to use MASC more then 2 turns in a row is deadly. heat sinks not very important. because they don't fit the role of your mech. Armour Armour is another factor that is easy to compare between mechs. The problem is for a light mech killer. this mech needs to be able to move enough to chase down enemy light mechs. I find that 30 ton mechs have 7 tons of weapon space with enough left over to have some support weapons. The requirements for the mech's role will allow you to rule out some mechs as a possibility. You must decide a range of walkspeed. weapons that do 5 or more damage and have good range or else an LBX. priority is armour and weapons. The mech must be a light mech (10-35 tons) and must have enough tonnage for good speed with good damage weapons. I take a look in the Technical Readout and I find that most light mechs have 6 walk MP. Ex: Atlas After you have chosen the role it will play you must think about the requirements for this role. speed is slow. NOTE: MASC is an interesting case. and also weather you want jump jets or not. It will require 7 tons of weapon space. They are not. you cannot count on it all the time. simply because I like the extra maneuverability options and its a good way to get away from another mech. If you mech's armour is below average for its weight class it must ether be able to move fast. I tend to do better in mechs with Jump Jets because I like them. I won't be able to catch the faster ones. You want to pick weapons that will fit the best in your mech's role. It can take a beating compared to other light mechs. Designed to trudge ahead while the battle moves around it. If you mech's role is a "break through" mech. Sure. it probably won't have enough room for them after all the weapons and equipment it needs for the role. You must not think that MASC speeds are permanent. If your mech needed to be a fire support mech it needs long range weapon systems plus some short range things to be able to hold off attackers that get close until help can come. Ex: Hatchetman * Front Line Good mix of armour and weapons. you will probably do better in a mech that has these features.* Close Support Lots of different weapons. Defensive/Offensive Armament The next thing you should compare between the mechs/choices you have left is armament. You can rule out anymechs that are not in the MP range you pick. Ex: As stated above I like jump jets. Looking over other 3025 designs (this is a Level 1 design). I decide that I had better decide upon the main weapon type before going any further. you may not be able to include the features you like. 4. this greatly narrows down your options and speeds up the search. 5. Ex: I wish to design a light mech hunter. Movement Points The speed of a mech is very important and is a good start in ruling outmechs. You must think of MASC as a burst of speed. I decide that this is a good speed to have my mech move. You also don't want to pick a mech that relies . What features do you like in a mech? If you have certain features you like in a mech.

A nice balance of ammo and energy weapons is good. You want to pick a mech that doesn't overheat at all when it fires off it's main weapons. It is okay to have your mech's main weapon be ammo reliant. but your whole lance/star. This section introduces the following lance types: . not me. especially if you have enough ammo to go about 15 rounds of continuous firing with it. On the other side of the coin is you don't want to be stuck with a long range weapon that has a minimum range and no short range weapons to cover it. If your mech has one. In the end you must pick the mix between: * Ammo Weapons --------------------. unless it can move fast to close with the enemy. The anti missile systems are good if you think you will encounter mechs with missiles. The mech types are from the Mech Selection/Design tips section. Pick a mech! The steps above are for ruling out possibilities while selecting a mech. 7. This mech will have heat problems at close range but that's okay. not worth the space/weight. You don't want to be stuck in something that has only short range weapons. For the most part you must judge weather you like a mech's Armament or not. ECMs are defiantly a good thing. They block many electronics and the aid is not just for your mech. and it also mean you must use good judgment. remove all arm actuators. because you will be the one using it. BATTLETECH LANCE/STAR COMPOSTION This section is to help you to decide what types of mech you want to place in your lance. be prepared for it.. I finish all the stuff I'm supposed to when I design a mech. now I flesh out my design. Permission granted for personal use.High Heat Defensive Armament is a different matter. Now you must pick between the remaining mechs. as long is credit is given where it is due.completely on ammo. What one do you like best? Ex: Well. after looking at what I have left. One salvo should be enough to slag a light mech. for punch and range.Energy Weapons * Long Range --------------------. Ex: Well.Short Range * Low/No Heat --------------------. Another thing you want to look at is range. I decide to go with the PPC. The Information sheet for it follows. Another point is heat. unless you will be able to resupply easily. The drawback with them is mechs with ECMs tend to be fire magnets. Level 1 Light BattleMech Designed by Evan Jones Name: VKG-1A Viking Tons:30 Walk:6 Run:9 Jump:0 Heat Sinks:10 Armour Factor: H:8 CT:16 CT(R):4 LT/RT:11 LT/RT(R):3 RA/LA:6 LL/RL:14 Equipment: PPC: LT Medium Laser(X2): RT Variant: For a cheaper Viking. If you expect lasers and autocannons. Then as close in support weapons I decide to go with the infallible Medium Lasers. If it overheats when it fires all of it's weapons that's okay.

S. Long range firepower with some close support or front line units for additional protection. FS (+KL) Riot Suppress S. CS. FS. KL. FL. Lance Type Suggestion Lance Composition Recon S. FL. * Fire Support Lance A lance that supplies long range firepower to front line units. * Assult Battle Lance This is a heavy lance. Knowing what your chances of hitting an opponent are can help you to decide if it is worth firing your last AC round. For the different lance types see above. formed with point guards and front line units. Punch 3. KL. light mech hunter etc etc) for more varied assignments. Location hit chance: 1.This lance is designed to trudge ahead and simply crush the front line. Mostly frontline with some close support added in. KL (+KL) Light Hunter S. anti-vehicle and anti-light mech combat. * Light Mech Hunter Lance This lance operates as an effencient unit to destroy as many light mechs as possible. KV. CS. The mechs in brackets are for clan stars. Mostly Medium-Heavy Mechs. FS (+CS) Assult Battle PG. CS (+FL) Mixed Battle FL.* Recon Lance This lance has speed as a priority. KL. For the mech types see the mech selection/design tips. S. but is more varied then themain battle lance. FL. Table of Contents 1. electronic searching gear helps too. * Mixed Battle Lance This lance is made for heavy fighting. A blend of speed and firepower is a priority. A bit of support for the weaker units are required as well. * Riot Suppression Lance This lance is suited for anti-infantry. KI (+FS) Fire Support FS. FS. * Main Battle Lance This lance is designed to do the brunt of the fighting. CS (+FL) Main Battle FL. This lance has some front line/close support unitsbut adds a specialty unit (fire support. FL (+FL) Legend: S: Scout KL: Light Mech Hunter KV: Vehicle Hunter KI: Infantry Hunter FS: Fire Support CS: Close Support FL: Front Line PG: Point Guard BATTLETECH TO-HIT CHANCE TABLES This section has the tables for all the to-hit rolls you can make. To-Hit Chance 2. Normal 2. Here is the chart. PG. Kick .

additions to sections. etc etc) are also welcome. Do you want to be a beta reader. Any additions? Any new additions to the guide (new sections. Roll % Chance Fraction Chance 2 3% 1/36 3 8% 3/36 4 17% 6/36 5 28% 10/36 6 42% 15/36 7 58% 21/36 8 42% 15/36 9 28% 10/36 10 17% 6/36 11 8% 3/36 12 3% 1/36 NOTE: The torsos (Center. --------------------------------------------------------------------------- Location Hit Chance: Punch All the locations are the same for punch location. left and right) get hit more often then thier roll. The hit chance of a torso section that is on the side that corisponds to the column you are rolling against is 61% and 22/36. in both percentage and fraction form.Macremote Through Onenet What do you think? I would like to hear YOUR opinion on the guide. Chance to hit a given location with a punch: 17% or 1/6 --------------------------------------------------------------------------- Location Hit Chance: Kick All the kick location to-hit chances are the same.--------------------------------------------------------------------------- To-Hit Chance Chart This chart simply tells you what the chances of hitting an opponent are when you have to roll a given number. find it's roll on the chart. If you have any one wishing to contact me can do so at the addresses below: Evan Jones jonesev@cadvision. and have your input form the next release of this guide? Please. Number % Chance Fraction Chance 2 100% 36/36 3 97% 35/36 4 92% 33/36 5 83% 30/36 6 62% 26/36 7 58% 21/36 8 42% 15/36 9 28% 10/36 10 17% 6/36 11 8% 3/36 12 3% 1/36 --------------------------------------------------------------------------- Location Hit Chance: Normal This chart gives you the chances to hit a given location. what you would like to see. Chance to hit a given location with a kick: 50% or 1/2 --------------------------------------------------------------------------- EDITOR'S NOTE / CONTACT INFORMATION This is the first release of the survival guide. This is simply the normal hit location table on the front. . and then look it up here. To find the chance to hit a given location. contact me.com Through Internet Evan Jones. and is in it's development stage.

Credits: I would like to give a big thank you to my contributers/beta readers. I would also like to thank Joshua Damon Bradley. Tanner . at least the first time around? Do you want to share it? If so. WE WANT YOUR TRICK! So send them to Evan Jones at the address above. I wouldn't have done this. arrange your mechs in a triangular pattern. with the enemy mech in the middle. if the enemy turns toward one of the mechs. This way. just back up the mechs so the triangle is bigger. and you guys also gave me some tactic tips. next time your team wins initiative. two are always firing at the back. If RGM wasn't out there. A trick is simply a little move which can be done if the conditions are right. Lastly. This trick works wonders with locusts. Thanks Joshua. That text was the best thing on tactics I have ever found. 2001© C. If you lose initiative. If you have 3 mechs against 1 mech. Lander Williams and Gary Kramer. I would like to thank everyone on RGM. WANTED: Do you have a GREAT trick that always gets people. It inspired me to create this guide. this guide would be a mess and have MANY holes in it!. and helps you out. and everyone who has a battletech webpage.Switch's BattleTech Page . The following is a trick. Jon Bezeau (Jonboy!). hopfully so the enemy can't get out of the middle. Without thier input and comments. facing inward. and that I found on some webpage somewhere. for a message that he posted on tactics to RGM.