I've been venting about some frustrations with HBS BT in the past few posts, but I guess it doesn't hurt to sometimes also mention the good things.
Is there anything more satisfying than to shower an unscratched enemy mech with dozens of missiles, just for one to be a lucky crit that hits an ammo bin and blows the enemy to kingdom come?
It's also pure joy whenever a Gauss has a lucky headshot, just when you're about to get your ass handed to yourself in a sling, and it turns the tide of battle.
Situations like that make me forgive HBS for some of their more annoying decisions.
CBT was a perfectly self contained game.. Shit gets weird when you add in Aerotech though, and I think they even did Naval rules eventually? Never played a game with ships though.
There's even submarines, dedicated underwater battlearmor and special equippement such as torpedo launchers for battlemechs... and while I think that it's really neat to have rules that cover so much ground (literally), much like AeroTech and space combat, I don't think it's really playable in combination with regular CBT rules... though playing a scenario of mechs somewhere deep beneath the waves, duking it out with submarines and boats or starting off a campaign play with a little spacebattle before the ground combat starts could be pretty fun as a one-off.
Furthermore, particularly for brawling mechs like the King Crab you really want the torso twist. Nothing worse than having an enemy 3 hexes away from you, just out of weapons cone.
Yeah, mechs with weapons that need them to get up close and personal to be effective really need a torso twist. I mean, the King Crab could still use it's sidearc to at least get one gun to bear on an enemy that's just barely out of the front arc, but when you run a King Crab, you want to give your enemy a bit of the old double AC/20, just so he knows you mean business.
Playing with quirks can greatly disadvantage a mech like in this case, but overall, I think it makes it a bit more tactical and makes up for it by other means. The King Crab receives a +2 Bonus on Initiative, so maybe that'll give that side the edge to move the King Crab last and thus ensure a decent firing arc... otherwise, it forces the player to carefully weigh his options and to take some risks, which in turn might make the game more spicy (but, admittedly, also a bit more frustrating if you end up on the receiving end too much).
As for the time it takes for BT games, these guys have a pretty interesting idea to speed up attack and hit-location dicerolls:
Haven't really tried it, but based on their videos, it seems quick and convenient. The short version: They either use "Chain Firing" which is classic standard rules or "Group Firing", which is their houserule.
When you make an attack with multiple weapons, you can use group firing, which means you have one die called the pilot-die and one die per attacking weapon. The dice themselves are color and size coded to the weapons (like a big white d6 represents an AC/20, a small red die represents a small laser and so on).
So, when you attack with 4 weapons, you roll 5 dice instead of 8. To see if a weapon has hit, you add the pilot die and the corresponding weapon die.
With a low to-hit number, you can risk group firing more easily and maybe get more weapon hits, at higher numbers, you might want to opt for chain firing and bank on getting a lucky shot.
Whatever firing mode you chose will be used for hit locations, too, so with group-firing, hits tend to cluster around the same locations, which is also not entirely unwelcome.
From a statistical point of view, using the group firing method will result in the same variation of hits/misses as the regular system, only the variation isn't as strong within one salvoe.
I even like the names they picked for both systems - it fits really well into the game, both from a metagaming point of view as well as lorewise.