Overview
BattleForce (also known as BattleTech: BattleForce) is a small-unit tactical wargame set in the BattleTech universe, published by FASA Corporation in 1987 (with BattleForce 2 following in 1997). It scales up standard BattleTech gameplay to represent larger engagements where each stand represents a lance of four ‘Mechs (or equivalent vehicles/infantry), each hex represents 180 meters, and each turn represents one minute of combat. The game retains the feel of BattleTech while enabling much larger and faster-playing battles.
Components
- Hex-grid game map(s)
- Unit stands and counters representing lances of ‘Mechs, vehicles, and infantry
- Record sheets for tracking unit status
- Combat Results Table
- Terrain Effects Chart
- Dice (two six-sided)
- Rules booklet
Setup
Players agree on a scenario or point total for force composition. Each player builds a force from available unit types (BattleMech lances, vehicle platoons, infantry companies). Units are placed in their deployment zones on the hex map. Record sheets are prepared for each unit, noting movement, armor, and weapon values.
Turn Structure
Each game turn consists of:
- Initiative Phase: Both players roll for initiative. The winner chooses whether to move first or second.
- Movement Phase: Players alternate moving units. Movement is measured in hexes with terrain affecting costs.
- Ranged Combat Phase: Units fire weapons at enemy units within range. Both long-range and short-range attacks are resolved.
- Close Combat Phase: Adjacent units engage in melee combat.
- End Phase: Apply heat effects, check morale, remove destroyed units, advance turn marker.
Actions
- Movement: Units have a movement value representing hexes per turn. Terrain modifies movement costs. Running increases movement but reduces accuracy.
- Ranged Combat: Units roll to hit based on their attack value, target’s defense value, range, and modifiers (terrain, movement, damage). Hits reduce target armor and can destroy internal components.
- Close Combat: Adjacent units may engage in melee. Melee damage is based on the unit’s tonnage and close combat value.
- Special Weapons: Artillery, air strikes, and indirect fire provide additional tactical options beyond direct-fire weapons.
- Morale: Units that take heavy casualties or are isolated may break and rout.
Scoring / Victory Conditions
Victory is determined by scenario-specific objectives. Common conditions include: destroying a set percentage of enemy forces, capturing or holding specific hexes, or achieving specific tactical goals. Point-based play compares surviving battle value at game end.
Special Rules & Edge Cases
- Heat Management: ‘Mech units generate heat from weapons fire and movement. Excessive heat degrades performance and may cause shutdown or ammunition explosion.
- Lance Cohesion: Keeping units of the same lance together provides coordination bonuses.
- Artillery and Air Support: Off-board artillery and aerospace fighters provide fire support, resolved with scatter diagrams.
- Scale Transition: BattleForce results can transition into standard BattleTech for detailed resolution of key engagements.
- Inner Sphere vs. Clans: Clan technology is generally superior, reflected in higher unit values and special equipment.
Player Reference
| Unit Type |
Represents |
Key Stat |
| ‘Mech Lance |
4 BattleMechs |
High firepower |
| Vehicle Platoon |
4 Combat Vehicles |
Moderate cost |
| Infantry Company |
Infantry squad |
Low cost, defensive |
| Phase |
Activity |
| Initiative |
Determine turn order |
| Movement |
Move units on hex grid |
| Ranged Combat |
Fire weapons at range |
| Close Combat |
Melee engagements |
| End |
Heat, morale, cleanup |