Some of you may have seen my current (Operation Bulldog) or past (Carver V) campaign over on the official Battletech boards.
I've been doing these for a while, here is what I can offer for Campaign play tips.
1) Keep it simple.My group knows of battletech, but many of them don't own any minis and many don't own any of the rulebooks past Total Warfare. For the group it is more about getting together to have fun. I stick them with canon mechs with no modifications allowed. I bet that none of them have ever customized a mech.
My current campaign they are members of the 1st Davion Guards on Port Arthur during Op Bulldog. I keep throwing new mechs for them to use either as replacements for mechs lost or upgrades for their current rides.
Repairs between missions are simple...Everything except Engine or Gyro damage is fixed. Mechs with Engine and Gyro damage will miss the next mission, so they have to take up a new ride. Ammo is refilled. They are part of the largest military op ever in the inner sphere. Resupply is not an issue.
Salvaging inner sphere mechs from the battlefield is the same..so long as the chassis is intact (No CT destruction and no ammo explosion) then they can salvage the chassis...if they hold the battlefield.
Salvage for Clan mechs is possible too. But I've dumbed down the salvage to 5 parts. For them to salvage a specific clan mech they need a intact CT, undamaged engine, undamaged Gyro, undamaged head, and the correct weapons. So I keep a simple chart for them listing all the chassis, heads, engines, gyros, and clan weapons they have collected during the campaign.
Once they get those 5 from a given mech then they can field that clan mech. Example: Mission #5 players salvaged a Hunchback IIC that was headcapped early in the game. In mission #7 they took out another Hunchback IIC with a gyro destruction (leaving the head undamaged). So for mission #8 they have Hunchback IIC.
2) Keep the players involved between games.I use a blog to share information with my players. On the blog they will get
- Mission briefings
- After Action Reports
- NPC Dossiers
- Tech Readouts for their mechs or mechs they will be facing
- Mission hooks (Cut scenes, NPC dialogs)
- Rules summaries (for rules that we will use in the next game)
- Tables, showing their Mechs, Mechwarrior stats, Clan salvage
So a couple times a week, I'll post something to the blog. We also use email, for stuff like mech selections, or voting which batch of mechs to take, or which mission should they do. Stuff like that.
I also asked each player to write up a dossier on their Mechwarrior. I asked for a name, callsign, brief history, and an picture of what they look like. Doing this awards them a free "kill" for their mechwarrior. We have had some "interesting" characters in the campaign.
You can check out the blog at...
http://operationbulldog.blogspot.com/3) Keep your games moving.I'll be the first to admit...Battletech is a slow game. If your playing company on company, you can expect to kill the better part of an afternoon / evening. We use the following tweaks to speed up the game and keep things moving...
* Movement Dice. We will go over the use of movement dice when we get together. In brief, The color of your die is how YOU moved, the number on the die is the Modifier to be Hit.
*Fire sticks. Rather than slowing the game down with a fire declaration phase, we will be using the fire sticks. After everyone has moved, everyone will place their fire sticks (one per weapon on your mech) at their intended target.
* Box O Death. (AKA the Missile Rack) This is a new one for the campaign. Found this idea on the b-tech forums. I'll be building a couple of these using 6 sectioned cases. Taken one of those bead cases, filled each box with a pair of dice, and numbered each section.
That's a start...I'm sure I'm forgetting much more. But I didn't want to drown you with a wall of text...but I think I did.