It was a board game played on a hex board, where you’d have mechs square off against each other. The rules made it a relatively small-scale strategy game, because each mech had a page worth of info/stats to track and even if you were playing a large battle (Say one mech company pitted against another) you’re still controlling the mechs as individual units, making the game hilariously time-consuming yet very interesting because of critical hits.
The game had Battle Points to set a balanced game, but my friend and I never believed in a fair fight, and we’d usually use tonnage to determine how much each of us could take (not a fair measure, since the Clans were much more efficient weight-wise). We emulated some of the hopeless battles the Inner Sphere fought against the technologically superior Clans (well, under 3055 rules anyway). My friend had a bit of powergaming streak, and often chose the clans (he was also a big fan of the Stackpole Battletech novels). I chose the Inner Sphere, even after knowing both sides inside and out. Why? Well, their weapons were less efficient damage/weight/space wise, but they did get access to some equipment the Clans didn’t. And while much of the stuff the Clans got just made them overall better (Targeting computer, better pilots, Elementals) the Inner Sphere’s equipment was just funner IMO. Some equipment we liked to take-
Artemis IV- If I’m not using some other system which conflicts with it, making custom mechs that have this with their missiles is a great way to get more missiles to hit. Only worth its weight if you have it on a LRM-15/20 though…who would waste it on an SRM-2?
Streak missiles- Short Range Missiles aren’t really that useful (Medium lasers are about as effective for less weight and space) and get really inefficient on lighter mechs that don’t have the spare tonnage for weapons that require ammo. But streak makes them very good, by making it so all the missiles hit. Best of all, if you miss, you don’t waste ammo (its considered a ‘failure to get a missile lock’ rather than actual missing). Plus, if you fire streak SRMs and other SRMs, as long as the streak missiles hit, ALL the missiles hit.
Beagle Probe- Both my friend and I were notorious for just ‘making shit up’ if we were the defenders and losing. Hidden anti-mech infantry could come out of nowhere, as well as vibro mines and other anti-mech booby traps. Beagle Probe could detect the presence of hidden enemies, and so could prevent a player from just ‘making things up as he went along’
Anti-missile system- A staple for just about any mech. On lighter mechs, this was sometimes a better investment than armor. Since a lot of the targeting gear we used was for missiles, AMS was a decent counter, particularly against SRMS which did twice as much damage per missile.
C3 computer- I always used this when possible in a lance. You give your heaviest mech (which has the weight to spare and will probably survive the longest) the Master computer, and use your fastest mech as the ‘spotter’. I liked to give many of my mechs LRM’s, have the spotter get within 7 hexes of a target mech, then pound the bastard from maximum range with my other mechs firing LRMs. The spotter mech was often given a walk speed of 10 hexes plus jump jets, making him near impossible to hit from the sheer speed.
Triple Strength Myomer- The main advantage is that it only uses up space on a mech, not weight, and it doubles the mech’s melee damage. If the mech has a hatchet, it is capable of dealing ludicrous amounts of damage to the other mech. There have been situations where my 100 ton mech used this combo to literally chop the other mech in two (In this case, Melee damage= (Tonnage/5)x2 ) by dealing a whopping 40 damage