Updated 28. January 2025 by Sören Spieckermann
Rules for Battletech Alpha Strike

BattleTech: Alpha Strike – A quick introduction to the world of mech battles
BattleTech, the classic tabletop game, is famous for its tactical depth and extensive rules. But it is precisely this complexity that can be a challenge for beginners or players with limited time. This is where Alpha Strike comes in, a simplified and faster version of BattleTech that focuses on larger battles and a more fluid gaming experience. In this blog post, we’ll take a look at the basic rules of Alpha Strike, compare the Quick Start rules with the standard Commander’s Edition rules and look at how both versions affect the gaming experience.
What is BattleTech: Alpha Strike?
Battletech Alpha Strike is an evolution of the BattleTech universe that allows players to fight epic mech battles faster and easier. Instead of the detailed simulation of individual battles, the focus is on larger unit formations, making it ideal for players who want to recreate large-scale conflicts. The game minimizes the complex tables and single-step mechanics of classic BattleTech without completely losing tactical depth.
Quick start rules vs. standard rules of the Commander’s Edition
Alpha Strike offers two main approaches to immerse yourself in the world of fast-paced mech battles: the Quick Start rules and the standard rules of the Commander`s Edition. Both approaches have their own advantages and disadvantages and are aimed at different types of players. The Quick Start rules are part of the Battletech Alpha Strike Starter Box. The standard rules of the Commander’s Edition are available as a hardcover edition and/or as a PDF download.
All rule sets are currently only available in English.
Note: I am largely referring here to the Quick Start Rules which are available as a free download. In the printed version, which is included in the Alpha Strike Starter Box, there are even more rules. I have indicated the major differences in the comparison table.
Quick start rules
The Quick Start rules are designed to make it easier for new players to get started and to enable quick battles. They offer a greatly reduced set of rules and focus on the core elements of the game.
Features of the Quick Start rules:
- Simplicity: The focus is on the most basic mechanics, such as movement, attack and damage calculation.
- Compact gameplay: Tables and detailed calculations are minimized, which reduces turn time.
- Fewer special rules: The rules dispense with complex elements such as detailed terrain effects, building rules or extensive special abilities of units/pilots and formations.
- Ideal for beginners: players can get started straight away without extensive preparation.
Game experience: With the Quick Start rules, an average battle often lasts only 30 to 60 minutes. The duration is significantly influenced by the number of units. This makes them ideal for quick rounds or introductory games where new players can get to know the basics.
Standard rules of the Commander`s Edition
The standard rules of the Commander’s Edition for Alpha Strike expand the Quick Start rules with a number of details that make the game deeper and more varied. They are aimed at players who are looking for a more intense and strategically challenging experience.
Features of the Commander’s Edition standard rules:
- Advanced mechanics: Additional rulesets for terrain, armor, infantry, VTOLs, and unit/pilot special abilities.
- Tactical depth: Players have to take more factors into account when making decisions, which leads to a greater variety of strategies.
- Customization: The Commander’s Edition rule sets offer a variety of options for creating your own set of rules to play by.
Game Experience: A battle with the normal rules can take 1 to 2 hours or longer, depending on the number of units and complexity of the scenario. It requires more preparation time and familiarization, but rewards players with a richer experience.
A comparison: Quick start rules vs. normal rules
Criterion | Quick start rules | Standard rules of the Commander`s Edition |
---|---|---|
Target group | Beginners, occasional players | Experienced players, strategy lovers |
Complexity | Low | Medium to high |
Playing time (strongly dependent on the number of units used) | 30-60 minutes | 1-2 hours or longer |
Focus | Fast, uncomplicated battles | Tactical depth and customization options |
Familiarization period | Very low | Moderate to high |
Scope of regulation | Greatly reduced | Comprehensive, including special rules |
Suitable scenarios | Small to medium-sized battles | Large, narrative campaigns and scenarios |
Comparison of the two standard rates
The comparison presented here is limited to the most important contents of the respective rule sets. To provide a better overview, not every last detailed rule is covered.
Control range | Quick start rules | Standard rules of the Commander`s Edition |
---|---|---|
Basic information (structure of the game map, unit cards, basic gameplay,…) | Everything necessary explained. | Hardly any differences to the Quick Start rules |
Play Battletech Alpha Strike on HEX playing fields | Not supported | Additional rule set for Alpha Strike games on HEX maps. |
Movement Phase | Basic rules for the movement of (mech) units on different terrain types Note on the printed QA rules of the starter box: Movement type Sprint is included. | Additional movement option (“sprint”). Additional terrain types and rules for movement on this terrain. New, individual rules for vehicles, infantry and VTOLs/air units. |
Combat Phase | Basic rules for the combat phase. Standard rules for rolling dice in the combat phase. Note on the printed QA rules in the starter box: Multiple Attack Rolls (MAR) are also presented here. | Extended ruleset and additional modifiers for the hit roll. Optional dice rolling options for hit determination. |
Battlefield support (e.g. artillery or air support, minefields) | Not supported Note on the printed QA rules in the starter box: Basic rules included | Expanded ruleset for Battlefield Support |
Environment rules(rules for environmental conditions, e.g. fighting in rain, storms, etc.) | Not supported | Additional control set for environmental conditions |
Rules for urban combat (buildings) | Not supported Note on the printed QA rules in the starter box: Basic rules for buildings included | Additional rule set for urban combat. E.g. destruction of buildings. Hurling of land units,… |
Special Abilities (unit abilities) | Reduced ruleset. Only some special abilities of units are used. (CASE, CASEII, ENE, MEL, OVL, HEAT) | Greatly expanded ruleset. All special abilities of the units can be used. (if the unit offers the ability) |
Special pilot abilities (pilot abilities) | addressed, but practically not supported | Greatly expanded ruleset for pilot skills |
Special command abilities (command abilities) | Not supported | Greatly expanded ruleset for command abilities |
Force building with formation rules | Greatly reduced rule set. | Greatly expanded rule set for force building including formation rules |
Optional rules | Not supported | Large number of additional optional rules for a wide variety of areas to customize the rules to your own preferences. |
Rules for air combat and air support (Aerospace) | Not supported | Additional rule set |
I have highlighted various rule distinctions in the table.
- “Expanded ruleset” = The Quick Start rules have been expanded to include additional factors or special features. If the Commander’s Edition differs greatly from the Quick Start rules, it is also referred to as “greatly expanded rules”.
- “Additional ruleset” = New ruleset in the Commander’s Edition. There was nothing comparable in the Quick Start.
Conclusion: Which option is right for you?
Both rule sets of Alpha Strike have their raison d’être and can be chosen according to preference and player experience:
- Quick start rules are perfect if you are short on time, want to introduce new players or simply want to play a quick round.
- Standard Commander’s Edition rules are ideal if you want to delve deep into the tactical possibilities and enjoy a more intense gaming experience.
The great thing about Alpha Strike is that both variants can be combined with each other. You can start with the Quick Start rules and gradually work your way into or include the normal ruleset. Whichever you choose, Alpha Strike gives you the opportunity to experience epic battles with the iconic mechs of the BattleTech universe.
So what are you waiting for? Grab your mechs, choose your ruleset and jump into battle!