Classic Battletech Total Warfare

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More About This Book

Product Details

  • ISBN-13: 9780979204715
  • Publisher: Catalyst Game Labs
  • Publication date: 11/28/2007
  • Series: Classic Battletech Ser.
  • Pages: 312
  • Product dimensions: 8.70 (w) x 11.10 (h) x 2.30 (d)

Customer Reviews

Average Rating 4.5
( 12 )
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Sort by: Showing all of 12 Customer Reviews
  • Posted August 4, 2009

    I Also Recommend:

    Back, better then ever

    Total Warfare is the main, tournement/standard level rules for Battletech.
    The game is inspired originally by the Mecha anime of the 1980s, and the game is just celebrating its 25th birthday. For the most part, older books from 25 years ago are even still useable.

    It is set in a fictional 31st Century, with 5 Great Houses being the main focus of the setting. Over 300 years prior, the Golden Age of Humanity, the Star League, an era f unprecidented peace and prosperity ended due to the machinations of one man. The great leader of the Star League military led his troops off into exile, as they were better equiped then the Great Houses, and he hoped that by leaving, it would spare the people of the former Star League the worst of warfare. For almost 300, the Great houses fought eachother, each trying to claim the title of First Lord of the Star League. Then, everything changed when the descented ot Star League troops who went into exile returned. While they were gone, the Great Houses lost most of their technology do to assassinations of scientists, and destruction of key facilities, while the exiled Star League troops kept developing and refining their technology. The setting is the aftermath of this invasion, where the returning exiles(calling themselves The Clans) had been stopped at an epic battle, and a new foe has emerged from within the Great Houses, waging a war of destruction on everyone.(This is actually why the book is called Total Warfare, because it describes the environment the setting is in)

    The book includes everything you would want to use in standard play, using canonical units from the various Technical Readouts. This includes everything from your basic Autocannons, lasers, and missiles(the bread and butter of any wargame) to advanced pieces of equipment like Gauss Rifle, Particle Projection Cannons, Plasma weaponry, and other systems.

    The unit types that the rules cover include combat hover craft, tracked and wheeled tanks, Wing-in-Ground-Effect vehicles, Battle Armour, Aerospace and Aeronautical(called Conventional) Fighters, and BattleMechs(the Kings of the Battlefield in the 31st Century).

    The rules in this book do not present rules that add a degree of complexity not suited for faster-paced play, such as fire, artillery, Aerospace Vector Movement, Warships rules, or similar. Nor does it include the rules for constructing or modifying different unit types. These are all found in others of the Core Books(Total Warfare, Tech Manual, and tactical operations in print, Strategic Operations, A Time of War: BattleTech RPG, Interstellar Operations, and a Universe Book, forthcoming)

    4 out of 4 people found this review helpful.

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  • Anonymous

    Posted March 18, 2009

    Great for Previous Players of CBT

    This is a great illistrated book. It has wonderful pictures, graphics, and very easy to read layout. It is great for the experiance Classic Battletech player. I have enjoyed the book and look forward to using for many years to come.

    4 out of 4 people found this review helpful.

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  • Posted August 4, 2009

    more from this reviewer

    You need this game

    I have long been a fan of the Battletech universe. Though I have always been more into the story than the actual tabletop game I do occassionally get a chance to meet up with some friends and kill a few good hours.

    Total Warfare is everything you need to play a normal game of BT and then some. I always found the rules pretty straight forward and comprehensive.

    Some great bonuses include: hardcover, great illustartions, and cool short stories in front of each chapter.

    3 out of 3 people found this review helpful.

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  • Posted August 4, 2009

    Good choice for those who like tabletop wargames.. and giant robots.

    I will keep this short.

    The book was written with an eye towards correcting about twenty-five years of mistakes and 'putting it all together' for the average player. It is profusely illustrated with images of actual terrain and miniatures, as well as drawings. There are several well-written fiction pieces in between the chapters, and the chapters themselves are organized in an intuitive way for new as well as old players.

    Some drawbacks: there are a few mistakes inside, small stuff like you would find in any game system. Corrections for these can be downloaded for free from the Catalyst Games company website.

    Also, this is not a book for absolute beginners - you would be better served by purchasing the boxed starter set. Once your player has become comfortable with the rules in the starter box, however, they will have a lot of fun with Total Warfare!

    The book itself is a hardback and quite sturdy, though I strongly recommend your player copy the combat table pages and make his own quick-reference binder. Whipping through a hardback over and over is no fun - at least all those tables are in one place, at the back of the book!

    One more thing - 'Total' is in the title, and yes, you get all the tournament-level rules. But there are quite a few things which were of necessity left out - construction rules, artillery, special weapons - and you will find those in the follow-on books TechManual and Tactical Operations Manual, both hardback books.

    3 out of 3 people found this review helpful.

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  • Posted March 20, 2009

    I Also Recommend:

    Altitude level rules could use more detail for better playing and game balance for playing Total Warfare (see below). Rules for Land Air Mechs should be included in Total Warfare book. More pictures of people should be included.

    I recommend for altitude levels in that each altitude level is proportional in height and length with respect to elevation levels for improved and more balanced aero units and dropped ground units game playing. Each elevation level should have a width equal to its height in elevations multiplied by 30 meters. There were no rules for indirectly firing ballistic and nonsteered missiles at immobile targets. Artillery rules were left out. Rules for Land Air Mechs were left out; many players are fans of Transformers, Gundam in particular Gundam Wing, and/or RoboTech's VeriTechs. I'd like more pictures of Classic BattleTech persons. Orbit to surface and surface to orbit rules were left out.
    This book is easier to read than the BMR(r) and AT2(r) - it has lots of pictures of various colors, and itincludes many (but not all) Level 3 items: I.C.E. engines, compact & heavy duty & XL gyro, small control area, lift hoists (the rules for them are more good in Total Warfare book), chainsaw, combine, cargo bays, rock cutter.

    My comments, questions, & recommended improvements for Total Warfare book:

    p. 41 Ammo doesn't have fuses to protect personnel from electric shock when ammo explodes and heat damage to personnel do to lack of functioning life support should be identical for both 'Mechs and aerowingstubes. What would heat effects be for LAMs?

    p. 42 Damage that a person can sustain should equal his/her Body points from Classic BattleTech RPG. I use the Tri-Stat system.

    p. 43 Aimed shots should have a +1 modifier applied to all Determining Critical Hits Table rolls. And let players have units be at both altitude and elevation levels.

    p. 48 Let units voluntarily fall if it's for their best good.

    p. 57 Should the sentence say "A 'Mech can exit"?

    p. 61 PSR for taking 20+ damage would provide better balance if player makes a PSR for a 'Mech that takes damage equal to at least one-fifth its tonnage.

    p. How about an aerodyne Dropship rises 2.5 levels for every 7000 tons (or fraction thereof) it masses and a spheroid DropShip rises 1 level for every 2000 tons?

    2 out of 7 people found this review helpful.

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  • Anonymous

    Posted May 9, 2014

    I was disappointed with this book. I don't recommend this book

    I was disappointed with this book. I don't recommend this book at all. 1st, the rules for Land Air 'Mechs weren't included. That was totally disappointing. 2nd, a conventional vehicle gunner can't negate his/her vehicle's attacker movement while using one or more vehicular weapons. 3rd, there's no rules for linking weapons together to fire them all simultaneously. 4th, the rules for other units (large spacecraft, satellites, trains, etc.) are in other books. 5th, rules for dual cockpits for 'Mechs weren't included. 6th, the rules for 'Mechs being able to climb weren't included. 7th, I didn't like that a unit must use the shortest way while jumping. 8th, TW rules make it too easy to track an aerofighter/conventional fighter. 9th, there's no rules for acoustic, electromagnetic, infrared, magnification scan, scent, seismic, and/or visual sighting detection. There were no rules for other terrain types like mud.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted August 4, 2009

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  • Anonymous

    Posted August 4, 2009

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  • Anonymous

    Posted August 4, 2009

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  • Anonymous

    Posted August 25, 2010

    No text was provided for this review.

  • Anonymous

    Posted August 25, 2010

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  • Anonymous

    Posted August 4, 2009

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