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Beginner’s guide

How do I get started with BattleTech: Alpha Strike?

BattleTech: Alpha Strike is the perfect introduction to the fascinating world of the BattleTech universe. Combining tactical depth with fast-paced, action-packed combat, the game offers plenty of excitement for newcomers and experienced players alike. If you’re thinking about getting started with Alpha Strike, here’s a simple step-by-step guide / beginner’s guide on how to get started.


Beginner's Guide Quick Start Rules

1. What is BattleTech: Alpha Strike?

Alpha Strike is a simplified and faster version of the classic BattleTech tabletop. It allows you to fight exciting mech battles in less time without sacrificing the tactical depth of the game. The focus is on larger battles in which several units can be deployed simultaneously.


2. What do I need to play?

You don’t need much to get started with Alpha Strike:

  • Rulebook: The Alpha Strike rulebook contains all the basic rules of the game and is essential for getting started. The Quickstart Rules are included in the Starter Box or are also available as a free download(link to PDF). The more detailed rulebook, with many extended rules and further information, is available as a PDF or book (Alpha Strike Commander’s Edition). A comparison of the rulesets can be found here.
    Note: The rules and everything else is currently only available in English!
  • Miniatures: BattleTech mechs are available as plastic or metal miniatures. A starter set is ideal for beginners as it contains everything you need. Further miniatures are then included in the expansion packs, for example.
  • Game material:
    • Dice (W6 dice with six sides )
    • Tape measure or ruler (in inches)
    • Cards or printouts for the mechs (these contain their game values and abilities). These cards are included in the starter sets for the mechs in the starter sets and can also be requested and printed out free of charge via the Master Unit List.
  • Playing field: You can play on a simple tabletop, supplemented by terrain such as forests, hills or buildings. Alternatively, prefabricated play mats are available. Tip: The“CountersPack: Alpha Strike” is available for little money. This contains additional cardboard buildings, terrain setters, markers,… etc.. A good start to generate your own playing field.

Very low budget beginner’s guidetip

If you want to get a taste of BattleTech Alpha Strike at no cost, you can do so as follows:

  1. Download the Quick Start rules free of charge
  2. Use Playmobil figures, bottle corks or similar as battlemechs/play figures. If necessary, use a sticky note to mark which battlemech it should be.
  3. Retrieve and print the unit cards for the Battlemechs via the master unit list
  4. Terrain can be simulated using cups, books, bottles (as buildings, mountains, hills) or similar. A simple table serves as the playing field .
  5. Take the dice and inch tape measure from your household.
  6. Play 🙂

3. Choose the right starter set

The following sets are particularly recommended for beginners:

For people who also want to get into the classic version of Battletech:

These sets offer you a selection of mechs with which you can get started right away. The Alpha Strike set in particular contains everything you need (apart from the measuring tape) to get started right away)


4. Choose your faction

BattleTech offers a huge universe with numerous factions, including the Great Houses of the Inner Sphere and the mighty Clans. Each faction has its own history, philosophy and preferred battle tactics.

  • To start with, you can use the mechs included in the starter set as a guide without committing yourself too much to one faction. Later on, you can delve deeper and choose your favorite faction.

5. Learn the basic rules

Alpha Strike is characterized by simple rules that are easy to learn:

  • Initiative: The order in which units are moved is determined by an initiative roll, providing tactical depth.
  • Movement: Players take turns activating their units, moving them and attacking.
  • Attacks: Attacks are handled with dice and based on the values of your mech on the game card.

Concentrate on the basic rules at the beginning and add advanced mechanics (e.g. special abilities or advanced rules from the Commander’s Edition) bit by bit.

A good beginner’s video that explains the gameplay in German is here: https://youtu.be/EVTm7z6H0qg?si=_yOq1S9evy46rHZj


6. Test matches and smaller battles

Start with small games to familiarize yourself with the rules:

  • Start with 2-3 mechs per side to learn the mechanics.
  • Play on a simple playing field with minimal terrain before trying out more complex maps and scenarios.
  • Use ready-made data cards for your mechs to make it easier to get started.

7. Use community and resources

BattleTech has a dedicated community to help you get started:

  • Online resources: Sites like Master Unit List or Camo Specs Online offer you extensive information on units and color schemes.
  • Forums and social media: Exchange ideas with other players, ask questions and find other players in your area.
  • Gaming groups: Local game stores or clubs are often a good place to meet BattleTech fans and learn more about the game.

8. Terrain construction and miniature painting

In addition to the actual game, BattleTech also offers hobby aspects:

  • Terrain construction: Create exciting playing fields with self-built or purchased terrain. Forests, cities or open plains provide variety.
  • Miniature painting: Customize your mechs with your own color schemesor follow the official designs from Camo Specs Online.

9. Play campaigns and scenarios

Once you have mastered the basic rules, you can try your hand at campaigns or scenarios . These add a narrative layer to the game and make it even more exciting.


10. Be patient and have fun

Getting started in Alpha Strike can seem overwhelming, but don’t let that put you off. With small steps you will quickly get to know the game. The important thing is that you have fun – whether it’s playing, painting or planning your next battle.


Conclusion:
BattleTech: Alpha Strike is a great game for tacticians, strategists and sci-fi fans. With a starter set, a little practice and the support of the community, you’ll soon be ready to fight epic mech battles. What are you waiting for? Enter the world of BattleTech and lead your mechs into battle!

The basic rules of BattleTech: Alpha Strike – Beginner-friendly mech action tabletop

BattleTech: Alpha Strike is a simplified and faster version of the classic BattleTech tabletop. It offers a fluid game mechanic that focuses on tactical gameplay without getting bogged down in overly detailed rules. In this article, we will look at the basic phases of an Alpha Strike game: Initiative, Movement, Combat and Closure.

1. Initiative – Who has the first move?

The initiative decides which player moves and attacks his units first. At the beginning of each game round, both players dice two D6 (2D6). The player with the higher number wins the initiative.

Consequences of the initiative:

  • The player who has lost the initiative must be the first to move a unit.
  • The players then take it in turns to move until all units have been moved.
  • One advantage of winning the initiative is that you can wait for your opponent’s moves and position your own units better.

2. Movement – positioning is everything

After determining the initiative, the players move their units one after the other. I have dedicated a longer blog article to this so-called movement phase . Each unit has a movement range, which is indicated in inches on the unit card. There are different types of movement:

  • Standing still: If a unit moves less than 1 inch, it is considered to have stopped. The unit can hit other units more easily, but can also be hit more easily.
  • Walking: Normal locomotion with the range of movement indicated on the unit card.
  • Jumping: Some mechs have jump jets to overcome obstacles, but increase the difficulty of attacks. It is possible to jump over obstacles (e.g. jumping over a building) up to half the jump range. For example, if the jump range is 8 inches, the unit can jump over obstacles up to a height of 4 inches. The ability to jump is marked with a “j” on the unit card. If it says 8j for movement range, this means a jumping range of 8 inches.
  • Sprint: This allows the unit to run 1.5x its movement range. However, no action can be performed in the combat phase. A unit that has sprinted has completed its actions in the round.

When moving, players must also take the terrain into account. Forests, hills or bodies of water can restrict movement or provide cover. Moving uphill costs additional movement points.

3. Combat – fire at will!

After all units have moved, the combat phase begins. This is where it is decided which mechs will take damage and which may even be destroyed.

Step by step:

  1. Select target: Any unit can attack an enemy unit in firing range. Firing range is given if a Line of Sight (LOS) can be drawn from the firing unit to the target and the target is in front of or to the side of the unit. Targets in the rear of the unit can only be shot at if the unit has the REAR ability.
  2. Hit roll: The attacker rolls 2D6 and adds his ballistic modifier, the opponent’s cover bonus and any other modifiers (SATOR modifiers ==> Skill, AttackerMovement Modifier, TargetMovement Modifier (TMM), OtherModifier (e.g. Forest) and Range).
  3. Determine the hit: If the result is greater than or equal to the target number, the attack hits. Note: There are different ways to roll the dice for hits. An article on the options for rolling hits has been published in the blog.
  4. Assign damage: The number of hits is subtracted from the armor points and then from the structure points of the target. If at least one structure point is hit, there is an extra roll for any internal damage. The same applies if you have rolled a 12 with the 2D6. Then the internal damage table is also rolled.

4. Conclusion – new round or end of game?

The combat phase is followed by the final phase:

  • Remove destroyed units: If a mech has its structure points reduced to zero, it is removed from the playing field.
  • Clarify special effects: Burning forests, heat modifiers or other special rules are dealt with.
  • Check victory conditions: If a mission has a certain condition (e.g. conquering a point or destroying all enemies), the system checks whether the game ends.

If the game is not over, a new round begins with a new initiative provision.

Conclusion

BattleTech: Alpha Strike is an exciting mix of strategy and action. The four phases – initiative, movement, combat and conclusion – make for a tactical and dynamic gaming experience. With the simplified rules, the game remains accessible for newcomers, while veterans will find enough depth for complex strategies.

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