Skip to content

BATTLETECH Guide: Complete Strategy & Tips

Complete BATTLETECH guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
Advertisement

Harebrained Schemes and Paradox released BATTLETECH on 24 April 2018. It is turn-based lance combat set in 3025, in a Periphery region called the Aurigan Reach, where you run a mercenary company for High Lady Kamea Arano against Director Santiago Espinosa's Aurigan Directorate. Four mechs drop per mission, five initiative phases resolve per round, and the MechLab makes you argue for every half ton. Three expansions followed: Flashpoint in 2018, Urban Warfare in 2019 and Heavy Metal later that year.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Five phase initiative order

Each round runs through five numbered phases, with the higher numbers resolving first. Light mechs act in phase 4, mediums in phase 3, heavies in phase 2 and assaults in phase 1, so a Locust always moves before an Atlas. Master Tactician at Tactics 8 shifts a pilot one phase earlier, and choosing Reserve pushes a unit later without stripping its evasion.

Evasion pips and Sensor Lock

Movement generates evasion chevrons that cut incoming hit chance, and every attack removes one whether it connects or misses. Sensor Lock, the Tactics 5 ability, reveals a target and strips two pips at once, but it consumes the spotter's firing action. That trade is the reason a Light mech with high Tactics still earns a lance slot at 4 skull difficulty.

Called shots on prone and shutdown targets

Attacks normally roll hit location from the firing arc. Against a knocked down or shut down mech you choose the location yourself, and spending morale on Precision Strike buys a called shot plus a to-hit bonus. A downed mech also slides later in initiative and cannot stand until its own activation, so a knockdown hands you an entire round of free centre torso and head shots.

Heat and stability damage

Weapons fire builds heat, terrain adds more, and past the red line you get shutdown, ammunition explosions and injured pilots. Stability is a separate bar filled mostly by missiles and melee: fill it on an unsteady mech and it falls, taking pilot damage on the way down. Bracing clears all stability but ends that mech's turn.

Contract negotiation and salvage shares

Before every drop you slide payout against salvage rights. Salvage comes back as mech parts, and three matching parts assemble into a working chassis by default, so deliberately crippling the legs of one Griffin across three contracts beats spreading damage evenly across an enemy lance. Reputation with Steiner, Kurita, Davion, Liao and Marik changes which contracts you are offered at all.

For a deeper dive into how these systems interact, see our BATTLETECH combat guide.

Advertisement

Builds Overview

BuildTierPlaystyleKey Stats
Light Mech scoutAVersatile approachBalanced stats
Medium Mech skirmisherAVersatile approachBalanced stats
Heavy Mech line fighterAVersatile approachBalanced stats
Assault Mech brawlerAVersatile approachBalanced stats
Sensor Lock spotterAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our BATTLETECH builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
AC/20 AutocannonThe heaviest single-slug weapon available and the only one that reliably removes a medium mech's centre torso in one hit.Called shots into a downed mech's head, and any brawler that can close to under 180 metres
PPCDoes a bit of everything: solid focused damage, meaningful stability damage, long reach and an accuracy penalty applied to whatever it hits.Long range heavy mechs with spare heat sinks that want damage and a to-hit debuff in the same shot
LRM 20Indirect fire that only performs against a spotted or sensor locked target, spreading damage across locations while piling on stability.Support mechs sitting behind the line, paired with a Light running Sensor Lock every round
SRM 6Short range missiles trade reach for damage per ton and a high critical hit rate.Point blank brawlers finishing off mechs that have already lost armour in a location
Medium LaserOne ton, no ammunition, decent damage, moderate heat.Filling leftover tonnage on any chassis, and energy builds that never want to worry about ammunition explosions

AC/20 Autocannon: The heaviest single-slug weapon available and the only one that reliably removes a medium mech's centre torso in one hit. It is heavy, it eats critical slots, it carries limited ammunition and it has short range, and none of that stops it being the strongest called-shot weapon in the game.

PPC: Does a bit of everything: solid focused damage, meaningful stability damage, long reach and an accuracy penalty applied to whatever it hits. The cost is heat, and the PPC is the least heat efficient energy weapon in the game, so two of them will shut down most chassis that are also moving.

LRM 20: Indirect fire that only performs against a spotted or sensor locked target, spreading damage across locations while piling on stability. LRMs rarely core a mech themselves; what they do is knock one over so something else can aim at the cockpit.

SRM 6: Short range missiles trade reach for damage per ton and a high critical hit rate. Six missiles into an already stripped side torso will find ammunition or a heat sink far more often than a single large slug, which is how SRM brawlers finish fights faster than their raw damage suggests.

Medium Laser: One ton, no ammunition, decent damage, moderate heat. The Medium Laser is the tonnage filler that every build ends up carrying, and stacking five of them on a Grasshopper produces respectable alpha damage as long as you accept the heat that follows.

Full breakdowns in our BATTLETECH weapons guide.

Location Progression

LocationLevel RangeKey Rewards
CoromodirPrologue at half a skull, finale at 5 skullsCampaign resolution, the highest tier salvage pool in the story missions, and the Directorate's heaviest mech opposition
WeldryAround 3 skulls, expect heavy mech oppositionStory progression to the Panzyr operation, Restoration reputation, and salvage from a defending garrison that fields heavier chassis than earlier contracts
PanzyrAround 3 and a half skullsStory progression to Smithon, allied Fusilier support during the fight, and objective salvage from destroyed Directorate lances
SmithonAround 4 skulls, assault mechs presentStory progression toward the Coromodir finale, plus salvage from the heaviest Directorate lances the campaign has fielded so far
The ArgoAvailable from early campaign onward, permanent for the rest of the runExtra MechBays, faster repair and refit, morale generation, medical bay for injured pilots, and the training modules that raise pilot skills passively

Coromodir: Capital world of the Aurigan Coalition and the setting for both ends of the campaign. The prologue puts you at Kamea Arano's coronation when Santiago Espinosa's coup begins, and the final liberation mission brings you back to the same world with an entire lance of assault mechs instead of a training exercise.

Weldry: The first proper strike against the Aurigan Directorate. Kamea leads the Restoration Army against the main spaceport while your lance runs a separate attack on the Icebox facility, which means you are fighting without the option of retreating toward friendly lines.

Panzyr: Supported by the 2nd Decimis Fusiliers, your job is destroying a Directorate dropship control centre so their ships cannot navigate Panzyr's orbital debris field. Allied units on the field mean you can let someone else soak the first volley for once.

Smithon: A battle of attrition where the Restoration Army is grinding against Directorate forces and you are sent after a munitions dump. It is the mission where players usually discover that ammunition explosions cut both ways, since the objective itself detonates.

The Argo: A derelict Argo class dropship your company recovers and then spends the entire campaign rebuilding. Upgrades bought here cut mech repair times, add MechBay slots, improve pilot training and raise morale, and the crew includes XO Darius Oliveira, Chief MechTech Yang Virtanen, navigator Sumire Meyer and Doctor Farah Murad.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

Advertisement

Tips That Actually Matter

  1. Negotiation sliders are not symmetrical in value. Early in a campaign, salvage is worth far more than C-bills because a salvaged Shadow Hawk is worth several contracts of payout, while money only buys repairs you could have avoided.
  2. Three matching mech parts assemble a full chassis at the default setting. That means targeting the same enemy model repeatedly across contracts, and shooting legs rather than centre torsos, since a legged mech leaves more intact parts in the salvage pool.
  3. Called shots are only available against prone or shutdown targets, or when you spend morale on Precision Strike. Building your turn around producing a knockdown first, then calling the head, is the fastest way to remove an Atlas from the field without chewing through its armour.
  4. Sensor Lock consumes the spotter's shooting action but removes two evasion pips. Against a mech that has sprinted and stacked four pips, that single action can raise the rest of your lance's hit chance by more than any weapon upgrade you could fit in the same tonnage.
  5. Reserve is undervalued. Holding a heavy mech until phase 1 lets you see where every enemy moved before you commit, and Master Tactician at Tactics 8 also strips stability damage when you reserve.
  6. Melee ignores evasion entirely. When a Light mech has stacked pips and your shots are all missing, walking a heavy into it and punching removes the problem in one activation, and Juggernaut at Guts 8 pushes the target a phase later as well.
  7. Pilots take injuries from head hits, knockdowns and ammunition explosions, and they are out of action for days of campaign time while they heal. Carry at least six pilots so a bad drop does not force you to fly the next contract with a lance of three.
  8. Heat is not just shutdown risk. Running hot raises ammunition explosion chance and adds to the odds of a critical hit landing on an already damaged component, so alpha striking a fresh enemy is usually worse than firing your two best weapons twice.
  9. Urban Warfare adds destructible cover and Heavy Metal adds eight weapon systems including the Gauss Rifle. If you buy one expansion, Flashpoint adds the most content per pound because its mini-campaigns give the mercenary layer a structure the base game lacks.
  10. Bulwark at Guts 5 is the single most efficient defensive ability in the game because it applies whenever the mech does not move, and Braced mechs also clear all accumulated stability. A Bulwark assault mech parked in cover is genuinely difficult to remove.

Common Mistakes to Avoid

  • Taking maximum C-bill payout on every contract. Money buys repairs, but salvage buys entire mechs, and a company that never negotiates for salvage is still fielding mediums at 4 skull difficulty while its rivals field assaults.
  • Alpha striking every turn. Firing every weapon on a hot chassis produces shutdown, which hands the enemy a full round of free called shots against a stationary target. Two good weapons fired twice beat one alpha strike followed by a shutdown.
  • Sprinting a Light mech into the middle of the enemy line to scout. Evasion pips help, but any single AC/20 or PPC hit removes a 20 ton mech's centre torso, and losing the Sensor Lock pilot early breaks the rest of the lance's accuracy for the whole fight.
  • Ignoring stability damage. Players focus on armour numbers and never notice the unsteady indicator, then wonder why their assault mech is lying on the ground taking called shots. Bracing costs a turn and saves a pilot.
  • Repairing every point of armour after every mission. Repair costs money and days, and a mech at 90 percent armour drops fine on a 2 skull contract. Save the full refit budget for the story missions where the opposition is actually heavier.

Frequently Asked Questions

How many mech parts do I need to build a mech?

Three matching parts by default, and the setting is adjustable in the options menu when you start a campaign. Legging a target rather than destroying its centre torso leaves more salvageable parts, so a company hunting a specific chassis should aim low deliberately.

Which expansion should I buy first?

Flashpoint, released in November 2018, adds multi-mission story chains that give the mercenary career a shape the base campaign does not provide, plus the Crab, Hatchetman and Cyclops. Urban Warfare adds city maps and Heavy Metal adds eight new mechs and eight weapon systems including the Gauss Rifle.

Can I keep playing after the campaign ends?

Yes. The Aurigan Reach stays open after Coromodir and you can continue taking contracts indefinitely, which is where most players actually assemble their first full assault lance. Career mode, added later, gives that open-ended play a scoring structure and a time limit.

What is the best pilot skill to raise first?

Tactics to 5 for Sensor Lock on at least one pilot, because it lifts the whole lance's hit chance against evasive targets. After that, Guts 5 for Bulwark on your heavies and Gunnery 5 for Multi-Target on anything carrying more than three weapons.

Why do my shots keep missing an enemy that is standing still?

Standing still is not the only defence in the game. Check for Guarded status from bracing, cover from terrain, elevation differences and remaining evasion pips from the previous turn. Breaching Shot at Gunnery 8 lets one weapon ignore cover and guarded entirely.

More BATTLETECH Guides

Similar Games

If you enjoy BATTLETECH, check out these related guides:

Advertisement