In figuring out the tabletop and tactical value of armor = points in BATTLETECH what is the equation that you like to use?

Of course we would like a mech with the most armor bubbles, but even in a given weight range there is a wide swing. A high end medium mech might have almost as much armor as a low end heavy mech.

Weapons, speed, and later-tech equipment also influence total armor values.

So this is my “formula” for ranking a mech based on armor value.

I feel like it can’t exist on its own determination, what are the other elements in your lance and what is your battle plan/play style?

I often run an Urban mech for the LOLZ and it has…very poor armor, and is SLOW. But nobody really shoots at it since they are dealing with my Awesome and Victor I’m ramming down the center of the table.

(In theory)

So when determining if that mech has enough armor, what is it running with or against?

I try to think of armor as insurance when I mess up tactically- I don’t want to get hit, and I should be stacking cover, moment, and range modifiers to make that possible, if something goes wrong on my part and I’m easily hit the armor is there to cover my mistake.


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Categories: Blog Post: Battletech


Jordan Hubbard · October 22, 2017 at 4:36 PM

Armor can make you overconfident. Yes, you need to march the Atlas in on the enemy, but every time something tags you there is a 1 in 36 chance of a head shot and a 1 in 36 chance of a CT crit hit. That’s 1 in 18 chance that something really bad happens even if you get peppered by a couple of LRMs. The bad things WILL happen and ruin your day.
Speed and cover are preferable options to just counting on being able to soak up damage forever.

    Wargamer Fritz · October 23, 2017 at 6:55 PM

    The allure of Battletech- 1 in 36 seems like good odds till your mech goes down early from a head shot…

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