Image 1 — Combat vehicles are now in the Lance Builder.
Image 2 — Combat vehicles are now in the Lance Builder.

Combat vehicles are now in the Lance Builder.

1,252 vehicle variants across 366 chassis, everything from a Vedette up to a Demolisher, with full Alpha Strike stats. Armour, structure, damage, abilities and point values are all there, and the tool works out motive type from the movement, so a Pegasus shows as hover rather than just "vehicle". Combined arms forces total up properly on both BV and PV.

The data came off the Master Unit List, which is shutting down at the end of August ahead of the new MUL launching. Seemed worth grabbing the vehicle data while it was still there.

Pulling it also turned up a problem in my own 'Mech data. I had tonnage stored against the chassis, but BattleTech stores it per variant, and sometimes those differ. A Blackjack BJ-1 is 45 tons while the BJ2-O OmniMech under the same name is 50. Same story with the Firestarter, and the primitive Rifleman is 50 tons against 60 for the rest. That is fixed now, and all 3,753 variants have been checked against the MUL.

That also cleared up something that had been bugging me. Seventy seven 'Mechs had engine ratings that did not match any construction formula, always about 20 too high. Turned out the engines were right the whole time and the tonnage they were being divided by was wrong. All of them check out now.

Vehicles are off by default. There is a button above the chassis picker to switch them on.

battletechhq.com

u/daveasp1981 — 5 days ago

Big update to OpFor Command

https://preview.redd.it/7uk81jhu8nih1.png?width=303&format=png&auto=webp&s=cc9f5f1b0c93e42f97c0db1a5e2c76132ac95130

https://preview.redd.it/ult66z6v8nih1.png?width=416&format=png&auto=webp&s=7803b2f7be623c9b4c851b27736903e37317530d

Big update to OpFor Command and the Paint Scheme Planner, and most of it came from people running actual games and telling me what was broken. Cheers to all of you.

The big one: run speed was wrong on about half the roster. Run MP is Walk times 1.5 rounded up and the data was rounding down, so a Wolverine 6M was showing 5/7/5 instead of 5/8/5. That is fixed, along with the heat scale, which was putting the movement penalty at heat 8 when Total Warfare has it at 5.

Also fixed: objective orders that told you to hold a position and charge the enemy in the same breath.

New in OpFor Command:

  • Clan units now give orders like Clan units, including a zellbrigen reminder
  • Pilot names and backgrounds pulled across from the Lance Builder, and the background sets how that pilot fights
  • Buttons to roll temperaments, pilots and move order in one click

The Paint Scheme Planner now shows your scheme on a proper record sheet style armour diagram instead of a list of swatches. Click a panel to change which colour it wears, and there are camo patterns in there too.

Give it a refresh if you have used the tools before.

www.battletechhq.com

reddit.com
u/daveasp1981 — 9 days ago

OpFor Command update: it can now see your lance, not just the OpFor

The solo tool I've been building only ever knew about the enemy force. It ran the OpFor for you but had no idea what your own mechs were, so the best it could do for targeting was "shoot the lowest TMM you can find."

You can now add your own lance too, with the same variant picker, and set each mech's condition and whether it moved this turn. That turns the fire advice into a real concentrate-fire call at the top of the orders. It weighs three things off your actual mechs: who's wounded and worth finishing, who's genuinely easy to hit (real TMM, or standing still), and who's the biggest threat when everything's fresh. So instead of a vague hint you get "whole lance onto the Jenner, it's crippled, finish it before it limps away."

There's a called-shot line when one of your mechs is hurt but still up, and this update also adds mission objectives, force-wide, four types, weighed against the fight each turn rather than every unit beelining the same marker.

Works in Classic and Alpha Strike. If you don't enter your own force it runs exactly as before.

battletechhq.com/opfor-command.html

Feedback welcome, especially if a specific mech or target call reads wrong in play. That's the useful kind.

https://preview.redd.it/935zhf0tfggh1.png?width=1127&format=png&auto=webp&s=d81632c6ec7bfd4d6710b408384c7ad0a81ed2da

https://preview.redd.it/psedaziqfggh1.png?width=1124&format=png&auto=webp&s=30d7c772c9cb647cedb806f75ca8de0c933550ba

reddit.com
u/daveasp1981 — 20 days ago

OpFor Command update: it can now see your lance, not just the OpFor

The solo tool I've been building only ever knew about the enemy force. It ran the OpFor for you but had no idea what your own mechs were, so the best it could do for targeting was "shoot the lowest TMM you can find."

You can now add your own lance too, with the same variant picker, and set each mech's condition and whether it moved this turn. That turns the fire advice into a real concentrate-fire call at the top of the orders. It weighs three things off your actual mechs: who's wounded and worth finishing, who's genuinely easy to hit (real TMM, or standing still), and who's the biggest threat when everything's fresh. So instead of a vague hint you get "whole lance onto the Jenner, it's crippled, finish it before it limps away."

There's a called-shot line when one of your mechs is hurt but still up, and this update also adds mission objectives, force-wide, four types, weighed against the fight each turn rather than every unit beelining the same marker.

Works in Classic and Alpha Strike. If you don't enter your own force it runs exactly as before.

battletechhq.com/opfor-command.html

Feedback welcome, especially if a specific mech or target call reads wrong in play. That's the useful kind.

https://preview.redd.it/fdv2vcbefggh1.png?width=1124&format=png&auto=webp&s=81863abfb73406e19299cca6d862aa33afbd1993

https://preview.redd.it/titvcsjcfggh1.png?width=1127&format=png&auto=webp&s=3c057a30e5174317e8ca0ced47ac26fd917885de

reddit.com
u/daveasp1981 — 20 days ago

OpFor Command: a solo opponent that actually knows what it's holding

Let me be up front, this comes across as self promotion, but really I just wanted to make something the community can use, but if it still seems to the mods like self promo then so be it.

When I've played battletech solo, the worst part was running the other side. You know what you're planning, so the enemy never does anything you didn't expect.

Most solo aids give you a generic behaviour table that treats an Atlas and a Trebuchet exactly the same, which is no help at all.

So I built one that reads the actual loadout.

The bit I care about most is how it works out where a mech wants to fight. For Classic it ignores the Alpha Strike damage numbers, because those squash minimum range and each weapon's own brackets into one figure and you lose everything useful.

Instead it walks the hexes in each band, checks which bracket every gun on the mech falls into, applies minimum range penalties, turns the to-hit into a 2d6 hit chance and adds up expected damage. Then it weights that by role.

So a Trebuchet wants long, because LRM 15s reach 21 and its backup lasers are dead past 9.

An Atlas wants short, because the AC/20 and four mediums all peak inside 3 hexes.

An Awesome 8Q sits at medium instead of charging in, because three PPCs have a minimum range of 3 and getting close is genuinely bad for it.

Weapon stats are off the Total Warfare tables and the Tactical Operations advanced weapons tables. Variable damage weapons get handled properly, so Heavy Gauss reads 25/20/10 and Snub-Nose PPC reads 10/8/5.

Both rulesets are in there and kept separate. Alpha Strike gets OV, heat, shutdown and TMM. Classic gets the weapon model plus the full loadout and heat sink count on the card, and it will never quote you an Alpha Strike damage number.

Orders also know how fast the mech is. Someone flagged a Sagittaire being told to close to short range. The range preference was right, five Medium Pulse Lasers and two Large Pulse is a knife fighting loadout, but the thing walks 3 and runs 4. That's three turns crossing open ground barely shooting back. Now it tells you that, and sends slow mechs cover to cover instead of straight up the guts.

Things it does not do. It only runs the OpFor, not your force, so it can't work out your TMM or pick targets for you. It has no idea what your terrain looks like.

It's free, no signup, runs in your browser. If a specific mech reads wrong in play I want to hear about it, that's the useful kind of bug report.

battletechhq.com/opfor-command.html

reddit.com
u/daveasp1981 — 29 days ago

OpFor Command: a solo opponent that actually knows what it's holding

​

I do a lot of solo BattleTech and running the other side is always the bit that ruins it. You know what you're planning, so the enemy never does anything you didn't expect. Most solo aids give you a generic behaviour table that treats an Atlas and a Trebuchet exactly the same, which is no help at all.

So I built one that reads the actual loadout.

The bit I care about most is how it works out where a mech wants to fight. For Classic it ignores the Alpha Strike damage numbers, because those squash minimum range and each weapon's own brackets into one figure and you lose everything useful. Instead it walks the hexes in each band, checks which bracket every gun on the mech falls into, applies minimum range penalties, turns the to-hit into a 2d6 hit chance and adds up expected damage. Then it weights that by role.

So a Trebuchet wants long, because LRM 15s reach 21 and its backup lasers are dead past 9. An Atlas wants short, because the AC/20 and four mediums all peak inside 3 hexes. An Awesome 8Q sits at medium instead of charging in, because three PPCs have a minimum range of 3 and getting close is genuinely bad for it.

Weapon stats are off the Total Warfare tables and the Tactical Operations advanced weapons tables, not from memory. Variable damage weapons get handled properly, so Heavy Gauss reads 25/20/10 and Snub-Nose PPC reads 10/8/5. That's about 99.8% of the weapons across 3,753 variants covered.

Both rulesets are in there and kept separate. Alpha Strike gets OV, heat, shutdown and TMM. Classic gets the weapon model plus the full loadout and heat sink count on the card, and it will never quote you an Alpha Strike damage number.

Orders also know how fast the mech is. Someone flagged a Sagittaire being told to close to short range. The range preference was right, five Medium Pulse Lasers and two Large Pulse is a knife fighting loadout, but the thing walks 3 and runs 4. That's three turns crossing open ground barely shooting back. Now it tells you that, and sends slow mechs cover to cover instead of straight up the guts.

Things it does not do. It only runs the OpFor, not your force, so it can't work out your TMM or pick targets for you. It has no idea what your terrain looks like. The role weightings are my judgement, not out of a book. And about 45 really obscure weapons still fall back to a rougher method.

It's free, no signup, runs in your browser. If a specific mech reads wrong in play I want to hear about it, that's the useful kind of bug report.

battletechhq.com/opfor-command.html

reddit.com
u/daveasp1981 — 29 days ago

I spotted so many 90s cartoon callbacks in the Chaos Reign trailer—here’s my breakdown!

Hey everyone,

I just put together a quick, unscripted reaction and breakdown video for the new BattleTech: Chaos Reign DLC trailer because the nostalgia hit me like a heavy Gauss rifle.

The devs really went all out honoring the old animated series. In the video, I point out some of the awesome callbacks that instantly took me back to my childhood—from the "Attention Somerset" intro line to Adam Steiner himself making an appearance. I also look at some of the beastly new 'Mechs coming to the game, like the Sunder and the Kodiak.

Check out the video here: https://youtu.be/gGKrIV0IsSY

I'm dropping a full playthrough series of the campaign as soon as it goes live tomorrow (Wednesday the 27th). Let me know what you think of the trailer and what 'Mech you're jumping into first!

u/daveasp1981 — 3 months ago

Step-by-step guide to painting your first BattleMech [Beginner-Friendly]

G'day guys, I've just finished a comprehensive guide for painting your first 'Mech.

https://battletechhq.com/articles/battletech-painting-tutorial

The guide covers:
- Essential supplies (with specific product recommendations)
- Primer selection and application
- Layering techniques for armor
- Weathering and battle damage
- Sealing your work.

I know the images are not a battlemech, I couldn't actually find any that I have taken and my mini's are all packed away somewhere after a recent move, but I've been painting minitures including Battletech, 40K, Warhammer, Dystopian Wars, Infinity just to name a few.
Hopefully it's helpful to some new painters, if you can think of any other tips or tricks comment to spread the love.

Cheers.

https://preview.redd.it/vafrct4hg30h1.jpg?width=603&format=pjpg&auto=webp&s=c5c4edccb736c7f1d6f5c08bb94f9aef8d5725b0

https://preview.redd.it/d2rxn96fg30h1.jpg?width=603&format=pjpg&auto=webp&s=9cdb7bc6af1ea3c960be27dc012a4dcf39fbe033

https://preview.redd.it/wf2s1ahjg30h1.jpg?width=603&format=pjpg&auto=webp&s=a6c649f8eb927d9e8e5b2222e3c7f935af884296

reddit.com
u/daveasp1981 — 3 months ago

G'day guys, i've been hard at work on improving the lance builder.
After all the feedback i've added some new features.

  • All factions (at least all I could find data on) have been added including clans
    • Choosing a faction will now limit your mech choices to units that faction would normally take
    • The lance generator will take this into account as well
  • All Era's from the age of war through to Ilclan era have been added with mechs specific to the time frame.
  • All mechs I could find data on have been added, some I didn't even know existed, a total of 620 chassis and 3753 variants.
    • Updated the infomation panel with even more intel!
  • Now when choosing a faction the faction logo will display in the background.
  • Search function implemented
  • Sorting mechs by tonnage, BV or PV depending on which system you've picked and the mechs role
  • Speaking of roles mechs now have defined roles, Scout, Sniper etc this is included on the print out.

I know there are other tools out there, but I hope that the ease of use with this tool will make a difference for new players, and with these new features even some of you older grizzled mechwarriors.

As always I would love more feedback, what else would make this better, Vehicles? Areospace? Infatry?, let me know and I can work on adding it, if it is possible.

https://battletechhq.com/
https://battletechhq.com/lance-builder

https://preview.redd.it/hgldjmisjpzg1.png?width=765&format=png&auto=webp&s=fae5f1c210dfdba5fb645f311b9c1ffae4785031

https://preview.redd.it/o2vtync0kpzg1.png?width=1400&format=png&auto=webp&s=dfe9bb3dacf7ac39eb2e55eb4968445872394550

reddit.com
u/daveasp1981 — 3 months ago