THE SHACK
Online BattleTech

The Campaign

Dynamic, with combats raging from small skirmishes to full planetary assaults, the Shack offers a simple, direct, login and play environment for BattleTech players. Using the MegaMek engine, we aim at clear and concise information flow for all MekWars/MegaMek players, both old and new.

Guides

MekWars Interface
MegaMek Interface

Links

BattleTech Official Website
Other MekWars Servers

Movement Phase

The buttons at the bottom right of the screen let you change between different modes of movement, switch to another unit, or commit to your current path. You do not have to move the first selected unit first. Use the Next button to see more buttons.

Left-click on the map to specify a hex to move to. A path should appear on the board, showing your unit's path to the target hex. The numbers in the center represent how many movement points you will have to use to reach each hex. Cyan indicates walking, yellow running, and red jump movement. Dark grey sections of the path indicate where you have exceeded your movement capacity, or other illegal moves. The colors are configurable. Movement that requires a piloting skill roll will be marked with an asterix (*) and movement after such a roll will be in parentheses.

Here is an illustration showing a movement path. For display purposes, turning costs are counted towards movement to enter the next hex. Where the mech leaves hex 0705, notice the yellow arrow followed by the grey continued movement path. This indicates that the mech would use its last movement point (number 6) to turn, and would then stop moving, as later moves along the path are invalid.

movement path illustration

You can drag the mouse to see movement options for several different hexes. You may also choose to use "waypoints." By clicking hexes between the unit's current location and destination, you can delineate the exact path to be taken. You may click every hex along a path, or only hexes where you know the built-in pathfinder won't take the path you want.

Pressing the Turn button and then clicking on the map allows you to change the unit's facing without moving. Since you automatically change facing while moving, this is best done at the end of any movement. You may also Shift+click to turn.

To back up, click the Back Up button before clicking a hex in the arc behind the unit. To jump, click the Jump button before the destination hex. Facing changes during jumps are free.

Prone units may change facing without getting up at the normal cost. To get up, click the Get Up button, at the beginning of your movement and then plot a path as you normally would. Facing changes immediately following getting up are free. To go prone intentionally, click the Prone button at the end of your movement.

If a mech fails to get up or falls during movement, control will be restored to you at the point that the mech fell. Any moves past the point in which the mech fell will be cancelled. You may re-plot a previous path or decide upon a new one.

Charging and death from above attacks are also declared during the movement phase. Click the Charge or D.F.A. button and then click on the mech you wish to target. If the attack is valid, it will be sent to the server immediately (but resolve during the physical attack phase.)

[Hint] If the program is not using the path you want for a charge or death from above attack, you may plot a path near the target using the appropriate type of movement and then use the Charge or D.F.A. button to complete the attack.

If a vehicle or Mek that has sufficient empty space starts a turn in the same hex as a friendly infantry unit, it can Load the unit as its first move of the turn. A vehicle or Mek that is already carrying an infantry unit can Unload the unit as its last movement of the turn.

The Esc key clears all current movement.

During a battle you are able to know which units moved already by hovering with the mouse above them: if they moved already a (Done) should be shown. An easier way is to just observe the mini-map, as moved units are shown in a darker shade than the others.

Movement Report

After the movement phase there may be a movement phase report. This is only triggered if there is something to report beyond simple movement (for example, damage from a fall.) See the Report Phases section for more information.

Return