Everything written on the site, in one place.
25 articles, no padding.
Written by one person who plays the game, not assembled from a content calendar. If you are after a specific chassis rather than a topic, the mech guides are separate.
Jump to: Getting Started · Gameplay & Strategy · Lore & Universe · Painting & Hobby
If you have never played, start here. What to buy, how a turn works, and what to expect from your first game.
What to buy, how the rules work, and what to expect from your first game , no padding, just what you need to know.
Read More →A genuine comparison from someone who's played both. Cost, gameplay, community, and which one is actually right for you.
Read More →Which 'Mechs teach the game well, which ones to avoid early, and how to build a first lance that won't frustrate you.
Read More →How to get a complete, playable BattleTech collection for under $100, with the right priorities in the right order.
Read More →The rules that decide games, explained by someone who has lost to all of them at least once.
Roles, synergies, and the thinking behind building a lance that actually works together rather than four individual 'Mechs.
Read More →Both systems have their place. Here's how to decide which one to learn first and when to switch.
Read More →The mechanic that defines BattleTech. Understanding it is the difference between a good pilot and a great one.
Read More →The calculation you'll do more than any other. Gunnery, movement, terrain and range, explained with worked examples and the 2d6 odds that actually matter.
Read More →Which scouts and harassers are worth fielding and why , from the Locust to the Jenner.
Read More →The workhorses of any serious lance , which heavies earn their tonnage and which disappoint.
Read More →Nine centuries of people making poor decisions with enormous machines. Read in any order.
Ian Cameron's forced unification, the Reunification War, the Amaris coup, and why Kerensky took the SLDF and left.
Read More →Three centuries of compounding catastrophe , LosTech, ComStar's rise, and how the Inner Sphere became the place we love to game in.
Read More →The HPG blackout, the Fortress Republic, and fifty years of recovery unravelling. BattleTech's most controversial era explained.
Read More →Alaric Ward. The Battle of Terra. Clan Wolf's claim to supremacy. The payoff of a storyline thirty years in the making.
Read More →Simultaneous nuclear strikes on every capital, the Manei Domini, Devlin Stone, and twelve years of warfare that made the Succession Wars look restrained.
Read More →A thousand years of future history explained without requiring you to read a hundred sourcebooks first.
Read More →House Davion, Steiner, Kurita, Liao, Marik , what makes each one distinct and which one you might want to fight for.
Read More →The five invading Clans, the shock of first contact, Tukayyid, and the destruction of Clan Smoke Jaguar. The full story.
Read More →Three centuries of grinding warfare that shaped the Inner Sphere and destroyed most of what made the Star League great.
Read More →Melissa's assassination, Katherine's power grab, Victor's long march home , five years of the Inner Sphere's mightiest military tearing itself apart.
Read More →Getting the miniatures on the table looking like something, without spending a fortune or a year.
From bare plastic to a presentable 'Mech in an evening. Primer, basecoat, wash, done , how the pros actually do it fast.
Read More →Batch painting techniques that get four 'Mechs table-ready in a weekend without cutting corners on quality.
Read More →Army Painter, Vallejo, Citadel , which brands are worth the money and what you actually need to get started.
Read More →The canonical colours for every major House and Clan, with notes on how to mix and match for your own colour scheme.
Read More →DIY terrain that looks good without costing a fortune. Foamcore, filler, and a few evenings gets you a solid table.
Read More →