Battletech AAR: May 14, 2025

I’ve followed Battletech for a good portion of my life – whether it was through the video games, occasional dabbling with the novels, or the tabletop rules. I watched older kids play the tabletop game at my local game store in the 90s, but didn’t really get a chance to play myself until the last year or so. I say this to emphasize that I am not, in fact, an expert (no, not even after a year of hyperfixating on tabletop Battletech). Most of the writing I do here is to help organize my thoughts as I get more knowledgeable about the hobby and hopefully articulate the stuff I like (and dislike) about the setting and rules in a way that feels approachable for other folks who might be curious. I feel like this is an important disclaimer, lest a super-experienced player happen across what I write here. I’m going to make mistakes or misunderstand stuff as I learn. That’s kind of the fun and the critical preoccupation I’ve had for most of my adult life: celebrating failures as opportunities to learn and a core part of what makes us human (see also: all the stuff I’ve written about roguelikes and permadeath over the years).

That out of the way, remember this post about preparing for a pickup game of Battletech? The one where I assumed from the jump that I’d be throwing some mechs into a larger force with other players and did not once account for the possibility that I might need to field my own force by myself? That post? That one?

Well.

When I got to the shop, I found that most of the weekly players were over on the Classic Battletech table and that it would be a solo mission on my end. Me vs. the Aces deck, operated by the person who also happened to have penned that week’s super rad scenario. I’m going to keep specifics vague for privacy reasons and because I have no idea if that scenario might wind up folded into something official at some point. I hope it does, though. It rocks.

The Scenario

This is a recon-focused mission. There are six objectives, spaced evenly across the middle of the map. These are communication arrays that turn on and off based on the ebb and flow of power thanks to a particularly nasty storm. These objectives are connected in pairs going north to south, creating three lanes of possible objectives. One to two of these rows of arrays are active on any given turn and can be accessed by placing a mech in base-to-base contact. At the start of every turn, we figure out which have been knocked out by the storm. These arrays can be shut off with ECM or turned on with active probe (including arrays that are disabled by the storm).

Requirements:

  • 300 PV, no force # restrictions
  • No unit can move slower than 10″ (or walk speed of 5, for Classic)
  • No faction/era restrictions
  • Objectives are scored at the end of the turn by the team with the highest total tonnage still alive next to the objective. In the case of a tie, nobody captures it.
  • If ECM and an Active Probe are in effect against an objective, the more skilled pilot wins the tie. Angel ECM (AECM) always beats an Active Probe, while a Bloodhound Probe always beats ECM. In a case where AECM is vs. a Bloodhound Probe, the more skilled pilot wins.
  • The rule for variable attack rolls will be used.

A Bit of Background

A slight update from the list of possible options: I didn’t bring the Thug or Dola – a chunk of the basing for the Thug dropped off when I was applying pigments and I didn’t have the time or patience to fix it. Also outside of being a decently speedy assault mech with some solid damage numbers, the Thug didn’t have any abilities to interact with the objectives outside of scoring. The Dola’s canopy wasn’t coming together in a way I really liked and also the antenna fell off while I was trying to apply the basing. I suspect this thing is probably going to force me to get a pin vise so I can drill out the super glue in there and then properly situate a new antenna so it won’t fall out again. I can’t overstate how much I like the Dola as a concept and design but holy shit that antenna fucking sucks. The antenna really did look cool and while some of the older sculpts from Iron Wind can look a little fucking weird, this is probably the happiest I’ve been with a paint job for a metal mini outside of my Yeoman. If I’m going to keep occasionally assembling metal minis, I was going to need to figure out how to pin things. Right now, stuff is held together with gorilla glue and a prayer. I also didn’t pack up the Centurion, Scorpion, or Hunchback – I felt like I had a decent set of options that could contribute to a force. I also realized that I painted up the Mongoose in anticipation of the last time this scenario was running, so I threw that in the box as backup.

Every force pack for Battletech comes with a double-sided Alpha Strike card for each mech, typically representing two common variants (or variants related to the general basis for the model). These cards can be used with dry erase marker to track things like damage to armour or structure, or to track heat/critical hits. I am fast approaching a point where I need to organize and store these cards because it’s getting a little out of hand. You can also go to the Master Unit List to find digital stat sheets for Alpha Strike for just about everything in the game (I think drop ships and a few other vehicles like that don’t have Alpha Strike conversions yet). If I’m playing at home, I’ll usually use the roster builder for Jeff’s Battletech Tools to automate some things on a laptop. On the road, I save a PDF with images of the Alpha Strike cards I want to use and just annotate that with an eInk tablet. I also note the step value to increase skills so that I can adjust to fit the force if needed. Nobody’s really at the level of sweaty (at least at the Alpha Strike table) where we start making our pilots worse to decrease the PV cost.

At any rate, here’s what I had to work with:

  • Assassin ASN-109: 33 PV
  • Spartan SPT-N4: 57 PV
  • Charger CGR-1X1: 59 PV
  • Ostsol OTL-9M: 49 PV
  • Hierofalcon Prime: 46 PV
  • Ostscout OTT-8J: 33 PV
  • Mongoose MON-96: 35 PV
  • Charger C: 83 PV (lol. lmao.)

A note about this list: I chose these mechs because I had recently received them as a gift (the Charger and Assassin) or had been painting them for a while and needed that kick in the ass to force myself to finish (Hierofalcon, Ostsol, Ostscout, Mongoose). A lot of them are relatively new Catalyst releases, or in the case of the Hierofalcon, a brand new chassis added to the setting with the Recognition Guides for the IlClan era that was only available in metal. I probably had a handful of appropriate mechs already painted that I could have thrown on this list if I’d bothered to look. To try to field a force like this as a cohesive whole is not advisable – especially not against another human being.

If we leave off the Charger C (because I’d have to pick between the two anyways), that actually puts me over the 300 PV force limit by 12. If I were Sweaty Like That, I could have increased the Mongoose pilot skill to 7 to reduce its PV by 12. Pilot skill in Alpha Strike does double duty for Gunnery/Piloting skills in Classic. It’s the base difficulty for ~doing stuff~ in the game. I won’t get into the weeds on the costs of increasing and decreasing pilot skills – they can definitely warp the game in surprising ways. There are two tables in the Alpha Strike Commander’s Edition book that explain the PV implications of adjusting skill levels and trying to explain that without just replicating the tables is melting my brain. It might help to just walk through the usual calculation for determining what number you need to roll higher than with 2d6 is: Skill (usually 4) + (range difficulty: +2 for medium, +4 for long) + (target’s base Target Movement Modifier or TMM: how hard is that thing to hit) + other considerations (is the target in partial cover or woods, does the target have Stealth active, did the attacker jump, is the attacker overheating, etc.). This means you want lower skill to have a better chance at hitting stuff, but that also means your units are worth more on your list. There are also lore implications – some players will insist that every Clan mechwarrior should be upgraded to Skill 3 because they were genetically modified and trained from birth to fight in the Clans’ freakazoid honour duels and endless wars. I do have to admit that by default forcing Clan lists to upgrade to Skill 3 for everything might actually balance some of the issues with matchups against the Inner Sphere. That a post for another time, though.

So let’s see how that formula works in action: say one of the opposing forces wanted to shoot my Spartan at medium range, that’s 4 (pilot skill) + 2 (medium range) + 2 (the Spartan’s TMM) + 1 (because the Spartan has Stealth active). This means the opposing forces need to roll a 9 or better on 2d6 to do damage. That was a very common difficulty roll for most of the game, meaning the opposing force had a 27.77% chance to hit on any given roll. This means that if I made my Mongoose pilot worse by going from Skill 4 to Skill 7, the vast majority of shots are impossible or very unlikely: a 3 point increase on the calculation above means you need 12s (2.77% chance) to hit a mid-range shot with some minor complications. Why would I do this? because I’m not ever going to use that thing to shoot. One of the movement options in Alpha Strike is sprinting – you can use 150% of your movement points but can’t shoot or attack that turn (this is available in Classic, but as an optional rule). Having a dork with 30″ movement while sprinting and a Bloodhound Active Probe might have been worth cramming into my list, but I’m getting ahead of myself.

We’re using the variable attack rule, meaning instead of rolling once and applying all the damage at the appropriate range bracket, you roll a set of 2d6es for each point of damage at the appropriate bracket (and add more pairs of dice if you’re doing something that might increase the potential damage). It makes things a little more dynamic but also slows down the game. If we didn’t have it in place, I feel like the game could have had much larger swings: some shooting phases where nobody hits anything and then others where a single hot roll deletes a mech. I tend to be ambivalent about the variable attack rolls rule, while a lot of players absolutely refuse to play without it.

Force Selection (The part where I beg the audience’s forgiveness for being a coward, a rube, and a dilettante)

The moment you get to the shop, you’re burning time. They usually start wrapping games up around 8:00-8:30, so you have just shy of three hours to move stompy robots around and chuck dice and that time goes fast. Upon learning the ramshackle list of support mechs I’d brought would need to go toe-to-toe with a more considered force, I made a series of very fast decisions. From the list above, I just cut the last two options right off the bottom. I did this primarily because the document I had was listed in that order, so navigating it without having to look at a mech I didn’t have on the table seemed appealing. I had to pick between the Charger CGR-1X1 and the Charger C anyways, and I couldn’t have added the Mongoose to the mix without doing some skill changes.

Sometimes you make decisions with the full knowledge that you will have to shoulder their spiritual and philosophical burden for the rest of your days. The moment the decision is made, it cannot be undone. Once your choice is made, the ineffable weight will settle behind your eyes and upon your conscience. This ballast provides no stability and cannot be dumped. Call it regret, call it the cowardly and selfish foreclosure upon a brighter timeline. I do not wish these decisions upon anyone. I was tested that day and I felt the enclosure of a funerary cowl upon my heart, as if to shield it from the rest of my pusillanimous form. If Anubis awaits me after my death, he will need no scale to take the measure of my heart. I will be damned in the time it takes that hoary old cynocephalus to take in my whole post-mortal situation.

I am not good at math, especially when expected to do it quickly. If you add up the PV for the Assassin, the Spartan, the Ostsol, the Hierofalcon, the Ostscout, and the Charger C, all at Skill 4, you get 301 PV. One point over the line. I could have asked the other player if they were fine with that discrepancy and maybe they would have been okay with it. I could have modified the Ostscout’s skill to level 5 and saved the 3 PV needed to run functionally the same force I ultimately chose. Instead, I chose what was expedient over what was right. I chose the Charger CGR-1X1. I will not ask your forgiveness, for I do not deserve it.

This meant I had a little bit of PV to work with. This is where my next mistake came. I simply made the Spartan and Charger Skill 3. I don’t think this was inherently a bad call – both made use of the increased skill level, but my main damage dealer was the Hierofalcon and I had to keep jumping it, meaning it whiffed on more rolls than I otherwise would have preferred. At the cost of improving those two, I could have probably made the Hierofalcon a skill 2.

The opposing force was operated using a prototype of the Battletech Aces deck. Aces was developed to automate an opposing force. I think a lot of folks talk about it as a “single player” mode, but I’ve found Aces probably plays better when there are other players involved, even if it’s just one person running the deck vs. another player. Another great potential application is two players using the Aces decks to automate two opposing forces like you’re playing SaltyBet but for mechs instead of AI-controlled fighting games. It’s really neat and I can’t wait for the box to come out, assuming it doesn’t cost a million zillion dollars thanks to tariffs. I won’t go into detail here, but I’d also be really shocked to see major box releases (either Aces or Gothic) this year if we’re still on the 90 day trade war roller coaster/market manipulation simulator for the foreseeable future.

What’s important to note here is that the opposing force is generally well designed. I don’t have the specific variants, but I believe it was:

  • Commando
  • Crusader
  • Berzerker
  • Hatchetman
  • Bushwacker
  • Wolfhound
  • Hunchback
  • Nightsky

You’ve got some speedy mechs (Commando, Wolfhound), some decently mobile bruisers, two of which are built for melee (Nightsky, Hunchback, Hatchetman), some fire support (Crusader), and a meaty brawler, also built for melee (Berserker). I have, uh, [checks notes] two support assault mechs, one under-armoured trooper, a Clan medium, and two light mechs, one of which is rarely intended for direct combat. Three of my mechs do three to four damage at the mid range and the rest are one damage. I’m pretty sure the Hunchback and the Crusader do more potential mid-range damage than two or three of my mechs combined. This force is not built for a kinetic engagement. However, absolutely every one of my mechs has the ability to interact with the objectives in some capacity.

The Assassin has AECM, the Spartan has AECM, the Charger has AECM and Bloodhound Probe (the Charger C also has these), the Ostsol has ECM, the Hierofalcon Prime has ECM, and the Ostscout has AECM and Bloodhound Probe.

Alright, I’m going to try to recount the turn-by-turn playthrough. I’m not going to bother recounting the times either force fired and missed everything. My list put out a truly pitiful amount of damage and outside of a couple pivotal circumstances it didn’t really matter.

Turn 1: Assess

The middle row was active during this phase, so I jumped my Hierofalcon up to capture the point (the objectives provide cover, as well). In retrospect, I could have played more aggressively and sprinted to get into position, but I was leery of line of sight and also still processing how I was even going to use this force to eke out a win. I should have just sprinted my Ostsol up to direct cover. As a reminder, Sprinting means you can move half-again as many inches as your overall movement speed. You just can’t shoot after doing so. Hypothetically, I could have moved the Ostscout in the background up on the objective on the eastern side of my zone and used the probe turn it on for scoring purposes, but that’s not a realization I had yet.

The deck moves the Wolfhound up to score on their middle objective, as well.

A shot of the middle line of the board, three objective towers visible in the middle.
A shot of The Objectives.
A top-down shot of a Battletech game. Visible from left to right: Ostsol, HIerofalcon (top), Assassin (bottom), Charger, Ostscout.
Visible from left to right: Ostsol, HIerofalcon (top, also capturing that point), Assassin (bottom), Charger, Ostscout.

 

 

 

 

 

 

A wide shot of most of the board state. From left to right: Bushwacker, Hatchetman, Nightsky, Berserker (top), Hatchetman (bottom), Commando (top), Wolfhound (bottom).
A wide shot of most of the board state. Opposing forces from left to right: Bushwacker, Hatchetman, Nightsky, Berserker (top), Hatchetman (bottom), Commando (top), Wolfhound (bottom).

Turn 2: Monitor

On this phase, the middle and east rows were active. I jumped my Hierofalcon over to the east objective from the middle and moved the Charger into position on the middle. I’m not entirely sure what to do with the Assassin and Spartan yet, but I know the Spartan is going to be plenty tanky and also less mobile than the rest of the force. If it comes to it, I’m going to have to sacrifice that thing. The Assassin needs to stay out of sight and pick its moments very carefully. Not entirely sure what to do with the Ostscout yet, I jump it into some heavy cover. I moved the Ostsol into position, but I don’t think that spot is score-able.

The Berserker and the Hatchetman capture the open points on the opposing side.

A top-down view of a Battletech game. Visible mechs from left to right (starting with opposing forces): Wolfhound, Hunchback, Bushwacker, Hatchetman (very obscured), Crusader, Berserker, Commando. My forces from left to right at the bottom of the photo: Ostsol, Spartan, Assassin, Charger.
Visible mechs from left to right (starting with opposing forces): Wolfhound, Hunchback, Bushwacker, Hatchetman (very obscured), Crusader, Berserker, Commando. My forces from left to right at the bottom of the photo: Ostsol, Spartan, Assassin, Charger.
Another angle of a Battletech Map, showing the Hierofalcon (bottom middle) and a slightly better angle on the Hatchetman (top middle).
Another angle, showing the Hierofalcon (bottom middle) and a slightly better angle on the Hatchetman (top middle).
My Ostscout sneaking in the trees.
My Ostscout sneaking in the trees.

Turn 3: Secure

It’s at this point that I realize I should start using my Bloodhound Probes to activate the communications arrays that are shut down by the storm. If I recall correctly, the two outside rows are available for scoring. The eastern side of the map is way too hot for my liking, so I jump my Ostscout in to turn on the middle obelisk for scoring. My Charger captures the western objective in my half. The Aces deck takes what’s available. I started to move my Ostsol up into the enemy territory to maybe grab their western point if it becomes available.

A top down shot of a Battletech map. Visible mechs on the opposing side along the top of the map: Hunchback (partially obscured by buildings), Bushwacker (also partially obscured by building), Berserker (head and shoulders cropped off), Nightsky with Commando hiding behind it. My forces from left to right along the middle: Assassin and Spartan hiding out for an ambush, Charger and Ostscout capturing objectives.
Visible mechs on the opposing side along the top of the map: Hunchback (partially obscured by buildings), Bushwacker (also partially obscured by building), Berserker (head and shoulders cropped off), Nightsky with Commando hiding behind it. My forces from left to right along the middle: Assassin and Spartan hiding out for an ambush, Charger and Ostscout capturing objectives.
A closer photo of a Battletech map showing a Hierofalcon mech hiding in the trees.
After the beating my Hierofalcon took last turn, they needed to hang out in the woods for a bit.

Turn 4: Engage

I’ve spent the first few turns really trying to avoid a standing fight with a deck that’s programmed to, well, get into a fight. Unfortunately, the eastern row is the only row that was available for scoring on this turn and I’ve been slowly playing ring around the rosie and shifting to the West. So, I moved my Ostscout to turn on the western objective for scoring to cancel out the single objective the deck takes. If I’d been thinking, I should have just used my Charger to turn on the middle objective anyways, but the Charger had a really good opportunity to, well, charge.

When I say that the Charger has a reputation as a “bad mech,” I mean that it doesn’t do the thing you typically expect of an Assault mech. It’s got a lot of armour, sure, but most variants probably do less damage than a standard inner sphere medium mech, so it ultimately feels like a slow scout mech. However, Chargers are (typically) cheap and they are all fast-moving bricks of metal and myomer. If you run a Charger into something, chances are the poor shithead you just clobbered is going to take more damage than you are. So when the Aces deck moved a Nightsky within a few hexes of my Charger, I had a real opportunity to figure out how the charge attack rules play out in a live setting (testing how much I’d actually internalized from reading the rules three or four times before I got to the shop). I declared a charge against the Nightsky and hoped I’d made the right call (spoiler: this was a suboptimal play, but it was Very Funny and Exciting to Do – I will always sacrifice sound tactical play at those twin altars). It’s worth noting that the Nightsky is generally a proud member of the Jumpy Pulse Bastards club and there’s only one variant I can think of that might go out on an ammo crit. They also all uniformly have 5 pips of armour in Alpha Strike, so even a successful charge isn’t going to compromise them in any meaningful way. However, it opens the door for a lucky shot from something else down the line. Once you go internal, you start rolling for crits and even without popping an ammo bin for an instant kill, motive damage is a real good way to take something out of the fight without having to kill it. I also moved my Assassin to get a rear armour shot on the Commando.

The Aces’ Berserker took my eastern objective and I jumped my Hierofalcon into a relatively safe spot to try to get a rear armour hit. This is probably one of those times I really regretted not pumping up the skill for the Hierofalcon as I don’t think I did a lot of damage. Everybody was looking to start some shit with my Spartan.

And finally, in my zeal to try to get into the enemy zone with my Ostsol, I left myself open for a rear shot from the Hatchetman.

A close up shot of a Battletech map. Visible mechs from left to right: Assassin getting a rear armour shot on a Commando (visible far right), my Ostscout capturing an objective, a Wolfhound (top) firing on my Assassin (they miss), my Charger charging into a Nightsky. Finally, the Commando is getting a rear armour shot on my Spartan.
My Charger doing what it was designed to do.
A close up shot of a Battletech map. A Hierofalcon is getting a rear armour shot on a Berserker, which is capturing an objective.
I’m pretty sure this Hierofalcon had a super disappointing roll because I refused to not jump it every turn and did not upgrade its piloting skill.
Another angle on that first shot, showing the Commando giving my Spartan what for.
Another angle on that first shot, showing the Commando giving my Spartan what for. I am also kind of happy how that little dot of white I put on the canopy for the Charger pops in this shot. Definitely did not plan it. Most photos taken in a fugue state.

Turn 5: Evade

Remember when I said I was probably going to have to sacrifice my Spartan to the Aces deck? Well, their time has come. On this turn, the middle and eastern rows are available for scoring. I tried to throw my Spartan on the middle objective on my side, right in the middle of the Berserker, the Commando, and the Bushwacker. My hope was to survive and contest the objective.

The Nightsky I just charged jumped into the trees to cover its rear armour and get line of sight on my Spartan. The rest of the Aces deck immediately moved to clobber my Spartan, and while they were busy throwing a boot party, my Charger sprinted to capture the middle point on the opponent’s side, my Hierofalcon hopped onto the eastern point, and my Ostscout moved to turn on the western objective on the opponent’s side. I am pretty sure the Ostsol turned off the eastern objective to stop the Crusader from scoring, but also received a lot of withering fire for its troubles.

My Assassin finished the job on the Commando, scoring the first and only kill of the game for me.

A close up photo of a Battletech map, showing an Assassin (blurry, foreground) firing on a now-dead Commando. In the distance, many mechs committing violence against my beautiful Spartan.
The Assassin got my only kill of the game and I absolutely hooted and hollered. In the distance, many mechs committing violence against my beautiful Spartan.
A shot of the opposing force zone in a Battletech map. In the distance, my Ostsol and a Crusader on one objective. Middle view: my Charger vs. my opponent's Hatchetman. Bottom: my Ostscout, unopposed.
While the Aces deck was playing Battletech, the majority of my force was out here playing Pointstech.

Turn 6: Endgame

It was getting to be time to wrap things up, so we ran one more turn. I was up by two points at this time. The western and middle rows were available for scoring. I ran my Charger over to the eastern objective to turn it on. I jumped my Ostscout in place to get its TMM up and then used AECM to turn off the western point captured by the Hatchetman. I then ran my Assassin in to turn off the western point captured by the Bushwacker. My Assassin was untouched this entire match, and was able to weather a rear armour shot from the Nightsky. Sadly, my Ostsol succumbed to its wounds after some indirect fire from the Crusader. My Hierofalcon got some rear armour shots on the Hunchback but did not manage to secure a kill.

The Aces deck scores the two middle points, uncontested. I maintain a razor thin lead with that one point scored by my Charger. Game over. Time to pack up.

A close up photo of a Battletech map. My Ostsol lies dead and destroyed next to a building. My Charger has activated a point for scoring. In the distance, a Crusader and Hunchback look on, while my Hierofalcon takes a shot at the rear armour of the Hunchback.
How do you pick an MVP when you love every mech you put on the table to absolute bits. However, that Charger fuckin whooped ass this mission.
A photo of a Battletech Map, showing a Bushwacker capturing a point, my Assassin using AECM to turn the point off (preventing it from scoring) and also surviving a rear armour shot from a Nightsky for its troubles. Also visible is a Berserker scoring the middle objective.
That Assassin saved all its armour to tank a point blank rear armour shot from the Nightsky and stop the Bushwacker from scoring this point.

Some Lessons Learned

If I had a set of recommendations I’d make to anyone who’s nervous about putting together a force for a pick up game with a set scenario, it would probably look like this:

  • Read the scenario first, make a note of any and all specific restrictions. Write them out on a post-it note if you have to while you search for variants to bring to the game.
  • Have a couple of lists in mind, but plan for:
    • A list to cover the entire force by yourself
    • A list that will cover the entire force but can be evenly divided into 2
    • A few extra options if you need to fit into a larger force comprised of more players.
  • If you’re new to the game, think about building a list that’s easy to apply to the scenario. You’re going to burn a lot of brainpower just keeping basic rules straight – don’t make it harder than it has to be.

That last bit is probably part of a larger post I’ve been working on as I prepare for an actual-ass convention (but not tournament) in my area in a few weeks. What I put on the table was probably a Bad List, but it was viable in part because I wasn’t playing against an actual human, so they were constrained by the deck of cards (which, to be clear, played super well). It was also viable because I, a dumbass, had a list full of units that could mostly do the same general stuff, just in different ways. My Charger and Ostscout needed to survive because they could score when the storm turned against me and the rest could stop the deck from scoring in the right circumstances. It helped that everything had high TMM and several had stealth, so they were generally more durable. I just didn’t have any meaningful damage output. This is, in part, why I lamented not bringing the Charger C. A little more durable than what I had, *and* it did 6 damage short, 6 damage medium. Live and learn, I suppose.

Battletech AAR: July 31, 2024

At the end of July, I went to my first in-person Battletech event at a store in Toronto. It was a King of the Hill-style battle royale set on Solaris VII (the Battletech universe’s version of Vegas). I had a lot of fun (though it legit took me several days to recover) and wanted to put together a quick after action report for posterity. Instead, some real life stuff got in the way and this sat in draft for way too long.

I won’t get into the details around why and how I wound up at this event. My partner and I went through a pretty quick move (in terms of timelines, we were long overdue to move) last August and it left me reeling. My usual hobbies weren’t helping with the anxiety and burnout. I could barely bring myself to get to the final-ish missions of the first playthrough of Armored Core VI, a game that I’d been looking forward to for ten fucking years. So I did what any completely reasonable person who went through a major life change after the age of 40 does: I purchased a book on military history and devoured it. Early in 2024, a friend suggested I look at Warhammer and I got into Kill Team, the skirmish-focused version of Warhammer 40,000, and then into Battletech this past May – a tabletop game and setting I’d admired from afar, but hadn’t realized it had been so thoroughly revived in the past few years (though I’ve played basically every PC release of MechCommander, Battletech, and Mechwarrior).

I’m writing this from the assumption that the reader knows roughly what Battletech is as both a tabletop game and general setting. This timeline from Polygon that came out around the release of the Harebrained Schemes Battletech PC game gives a great overview of the setting up until the start of the Clan Invasion era. The general pitch is: it’s a science fiction wargaming setting focused on mech-on-mech violence. There are two major rulesets for Battletech right now (Classic and Alpha Strike), both enjoying a decent growth in popularity after several decades where the IP seemed doomed to wander the intellectual property hinterlands. In a lot of ways, it’s amazing that Battletech continues to exist as a going concern at all, much less thriving.

Classic Battletech (sometimes referred to as Total Warfare) is some grognard-ass grognard wargaming. Think of it like a super-detailed WWII wargame that’s set in a period of history that never happened. A game between two players with four mechs apiece can take several hours to play out. Larger engagements featuring a more combined arms approach would usually take an entire weekend to play. These rules are very much a product of a particular simulation-first design acumen that was super popular in wargaming through the 70s and 80s. The rules have seen some updates over the years, but there’s plenty of rough edges and any given turn, you’re probably rolling on four or five different tables every time you attack with more than one weapon on your mech. It’s cool as hell if you have the time and patience for it. It produces some spectacularly cinematic moments. It just, y’know, doesn’t fit into the lives of most mortals.

The other ruleset is Alpha Strike. This has been around for a while in various forms but now has a dedicated starter box. Alpha Strike abstracts a lot of the crunchy simulation-first aspects of Classic in favour of streamlining the rules to either let you finish a regular 4v4 mechs-only game in a reasonable amount of time, or to accommodate larger combined arms engagements over the span of a few hours. I love Alpha Strike so much. It’s such an elegant design that still evokes some of the best moments of Classic Battletech, but does so in a way that feels so much less exhausting to play. I love artillery mechs, I love infantry, I love weird tripod mech designs. I will never have the patience to coallate all the rules for those individual things to have handy as a quick reference for a pickup Classic Battletech game. If I want to run them with that ruleset, I’d just use something like MegaMek to automate a lot of that stuff (MegaMek fucking rules by the way). However, all of those things are pretty simple to put on the table in Alpha Strike. Also, because Alpha Strike uses a different balancing system, mechs that are actively shitty in Classic Battletech (some mechs just have bad variants for Lore Reasons and I love them) can be decent or even excellent. By the same token, absolutely broken mech variants are much more balanced in Alpha Strike.

Alright, let’s get into the AAR. I’ll probably do some follow-up posts to get into the weeds on the distinction between these rulesets and getting started with the game at a later date.

The Format

Ruleset: Classic Battletech (specifically anything in the Battlemech Manual – this rules out bringing vehicles or infantry).

List requirements:

  • Minimum 2 mechs.
  • Inner Sphere technology only.
  • Clan Invasion era (the year 3061 or earlier).
  • Total value of the force may not exceed 2000 BV (including piloting and gunnery adjustments).
  • Custom mechs weren’t overtly banned but from the wording, seemed to be discouraged.

Terrain and Setup:

  • There will be a three-hex raised summit in the middle of the board. When a mech ends a round on one of these hexes, the owner scores one point. For two consecutive rounds on the summit, the owner scores two points, then three, then four, and so on.
  • One point will be scored each team for each enemy mech killed. To receive credit, one must have done damage to a mech during a turn in which it died.
  • No teams allowed.
  • Mechs are available if you don’t have any to bring.

Optional Rules Used:

  • Playing Card Initiative
  • Movement Dice
  • Sprinting
  • Backward Level Changes
  • Floating Crits
  • Careful Stand
  • Active Probes Targeting
  • Enhanced Flamers
  • Retractable Blades

List Building

My main consideration is that I wanted to use mechs I liked and had painted to a reasonable standard. When designing a list, I normally pick the heaviest mech I want to bring and design the list around that. However, I flipped this approach on its head because 2000 BV isn’t a lot to work with and I don’t have a lot of miniatures for light mechs that would make sense in this format. One of my favourite light mechs is the Spider and I genuinely love the new Catalyst sculpt, so as much as I normally pick the anchor first and work cheaper from there, I decided to use the Spider as my starting point. I had two general concepts in mind going into this:

  • Brick Shithouse + chaff. This feels a little cheesy, because the secondary mech is just there to fulfill the list-building requirements to have two mechs.
  • Jumpy Pulse Bastards with melee capability. There’s a lot of upside here. An all-energy loadout means I don’t have to worry about ammo bin explosions. Part of why I love the Spider is that its lasers are in its torso, meaning it’s free to punch with both fists during the physical attack phase (not that the punches do much damage, but getting a chance to get a head shot is worth it). Plus, the similar profile between the two mechs will cut down on the cognitive load. I won’t need to track ammo, either.

Trouble in the Brick Shithouse

One of my favourite assault mechs is the Banshee. For one, I was very swayed by the Goonhammer Overview, but I also love the sculpt for the Banshee in the Inner Sphere Heavy Lance box. I’m not super fond of how the canopy for this guy came out, but this might’ve been a good incentive to try to correct that. I looked at the 3Q, which would’ve been a prime slab of cheap beefcake to plunk down (foreshadowing). With standard stats (gunnery 4, piloting 5), a 3Q comes in at 1394 BV, carries an autocannon/20 (usually shortened to AC/20). Autocannons are weird in that it’s not always clear if the number afterwards refers to the number of shots fired per volley or if it’s denoting the size of the rounds fired. In terms of game mechanics, the number refers to the damage done to a single location if the weapon hits. So an AC/2 does two damage per hit. An AC/20 is the finger of god in early Battletech. Technically, gauss rifles exist somewhere out there, but they’re not at all easy to come by in this era and certainly not on a mech with a sub-2000 BV price tag. An AC/20 shot will reliably take a limb off most light mechs. A head shot will take out just about any mech I can think of, regardless of the era. They’re short range, but that’s an ideal weapon to bring to a fight like this. We’re all eventually going to fight over that summit and it’s going to be close range. In hindsight, I’m a little surprised nobody brought a Hunchback (one of the more popular/cheaper ways to put an AC/20 on the table).

The Spider I most had in mind for this mission is the 7M, a 3051 update to the 5V that replaces the stock medium lasers with pulse lasers. Unless I get up to some fuckery with my pilots to make them *worse*, the Banshee BNC-3Q and Spider SDR-7M come in at 2016 BV – too expensive. I didn’t really have a Locust variant I was in love with at a sub-600 BV price point and really felt like I needed jump jets on the light if they were going to be worth a damn. I could have gone to the local shop near me that stocks IronWind Metal minis and picked up a Dart. It doesn’t have jump jets but moves fast enough and has an all-energy/single weapon type loadout. I looked at the Firestarter, Mongoose, and Wolfhound, and found that basically all of them were more expensive than the Spider. I did have a Wasp, but it was *way* cheaper in terms of BV and I wasn’t loving how the Wasp’s paint job was coming out. I didn’t want to have to go through the trouble of stripping and repainting it followed by figuring out how to rejigger piloting and gunnery skills to make the list make sense. Okay, so let’s bench the Banshee for now.

Meet the Jumpy Pulse Bastards

The rationale behind this list has its roots in what Solaris VII is supposed to be. But first, the thing you need to understand about the Battletech universe is that the IP has changed hands a fair few times, but its foundations were laid in the 80s and not with a great deal of care. The writers didn’t quite know if it wanted to be a Saturday morning cartoon or a Serious Political Drama or a bleak satire of the excesses of monarchist rule and the seemingly inescapable pull of fascism (the answer is probably: whichever one was making money). You can make the same claims about Warhammer, but Games Workshop has been more willing to jettison whole sections of its lore and history if they didn’t think the vibes fit. I’ve been reading through the Michael Stackpole warrior trilogy books lately and hands-down, the best sections are set in the gladiatorial arenas on Solaris VII. Stackpole is very good at describing mech-on-mech combat without it feeling like he’s “that’s chappie”-ing his way through a list of weapons and mechs in the universe. Outside of that, most of his descriptions of adulthood (specifically the behaviour of adult men) reads like a list of 70s and 80s men’s magazine cliches: brick-jawed guys in turtlenecks and corduroy drinking brandy from a snifter at a ski lodge in space Aspen and they all smell like English Leather cologne.

However, during one particularly fun encounter in the arenas on Solaris VII, I clocked that Stackpole is basically describing a laser tag maze. Don’t get me wrong, I loved laser tag. That shit was cool as fuck in the 80s and 90s. I still think it’s a great way to kill a half an hour, but there’s a certain familiarity that’s crept in over the years. Put another way: these books were written by someone who probably looked at American Gladiators and was like “this is the future of televised gladiatorial spectacle” (and it was, even if the world disagreed) but the intervening years have rendered what might’ve felt edgy and novel in its day kind of quaint. However, that’s kind of the vibe for Solaris VII. It’s simultaneously an extremely seedy underground cage fight business where people are frequently killed on screen and a cartoonish televised spectacle watched throughout the Inner Sphere by the young and old. That tension is, to my understanding, never really resolved. However, one uniting tendency between these orthogonal tonal landscapes is that people like it when mechs punch each other. So that’s what I wanted to give the assumed audience of this grudge match: mechs who are strong and can punch (or hatchet).

The Spider 7M isn’t the most mobile or heat efficient Spider (and often pays for that with its life) but it has two medium pulse lasers (which are pretty efficient from a heat-to-damage ratio) situated in the center torso. Pulse lasers add a -2 bonus to your chance to hit (reducing the difficulty of hitting whatever target you’re aiming at) and jumping adds +3 to your difficulty. You roll your chance to hit independently for each weapon you’re firing, so the pulse lasers mostly negate the shooting disadvantage you get from jumping. In Classic Battletech, you declare physical attacks in the phase after the shooting phase. This means if you shoot a weapon located on an arm, you can’t punch with that arm (or use a hatchet, which we’ll get to in a minute). For this Spider to even have a shot at doing a decent amount of damage, I’m going to need it to be able to jump around to make itself harder to hit, ideally get some shots on the rear armour, and connect with its punches for bonus damage. This gets hairy if you’re jumping as far as possible every turn and trying to shoot both pulse lasers, but it would be a good lesson in managing heat and learning to play cagey.

Hatchets in Battletech have an uneven history. They look cool as fuck, but a lot of hatchet mechs aren’t well-designed. Mechanically, hatchets do more damage than a punch, can roll on the whole mech location table (meaning you have a chance at hitting the head) and are a little easier to hit than punches. However, kicks have an even easier to-hit chance than hatchets, and if you connect, you can force a piloting roll to see if your opponent topples over. Unless there’s a level difference and you’re standing above your target, your kick isn’t going to have a chance to hit your target’s head or torso. Also, if you miss with a kick, you get to make a piloting roll to see if you get to spend a turn flopping around like Joel Embiid. The first potential hatchet mech I could pair with the Spider is the Hatchetman, an okayish medium mech. A lot of its variants have a bunch of weapons on the hatchet arm, meaning every turn I’d need to decide if I wanted to shoot or hatchet someone. There are way better variants in the line, but most of them show up in later eras than the one we’re playing in. I love the look of the Hatchetman and want to run them more frequently, but that also means convincing people to move past the Succession Wars/Clan Invasion era. I don’t have an Axman, which is a heavy version of the Hatchetman, and the era-appropriate versions are all only a little cheaper than the Banshee 3Q. The one I’d want to take (AXM-4D) pops up in 3071, so outside of the range of this game. I do, however, have a Nightsky, a mech that could be charitably described as Slenderman crossed with a fighter jet. The Nightsky NGS-4S has a large pulse laser, two medium pulse lasers, and a small pulse laser if I happen to have some spare heat and want to do a lil extra damage, as a treat. It has respectable jump capabilities (but nothing compared to the Wraith, another jumpy pulse bastard that doesn’t have a hatchet – more on that one later).

With the Spider and the Nightsky, I also have enough BV left over to bump up their piloting stat to match their gunnery at 4. This makes doing melee attacks a little easier and might help save my ass when I get kicked by someone else. Was this a good use of BV? Who could say. I suspect gunnery would’ve meant I hit even more often than I already did, but I was a little invested in my theme.

A Quick Brick Shithouse Interlude

a Victor 9B miniature from Battletech
Not 100% happy with it, but it’s the closest I’ve come so far.

Alright, so I’ve only been painting minis for a little over six months now and I’m still learning a lot. One technique I’m really interested in learning is Object Source Lighting (OSL for short). Basically: how do you make it look like the mini is being lit by a lantern they’re holding (or some other light source). Last week, I was painting a Victor and the model’s right arm is just the barrel of an autocannon. It has some exposed heat sinks right next to the arm, so after doing my usual quick base coating steps, I pivoted to trying to make it look like it had just recently fired the autocannon and the glow from the heat sinks is still lighting up the side of the torso.

The thing about the Victor is that it’s designated as an Assault mech (one of the heaviest mech classses in the setting, known for being big, slow, and heavily armoured). Except its armour is much closer to that of a Medium mech. For reference, the stock Victor 9B is 1370 BV (assuming 4/5 pilot stats) but only has a few extra points of armour than the Nightsky does. Sure, it has more rear armour and internal structure, but it’s also packing ammo bins for its Short-Range Missiles (SRMs) and its AC/20. There’s enough ammo for the autocannon that I could load it up with precision or armour piercing ammo, just to make things hurt a little more. I ultimately brought the Victor as a backup because this is my first time going to an event with this group and every Battletech group seems to be a little different. If someone objects to me bringing this much pulse laser to the table between my Spider and Nightsky, I can sub the Victor in instead of the Nightsky. The 20 point differential between the Victor and the Banshee gives me just enough room to squeeze my jumpy lad into the list.

A quick note on balance in Battletech. Classic Battletech uses a points system to assign a general value based on a mech’s loadout, armour, and other capabilities (Alpha Strike has a totally separate balancing/points system that seems to be a little harder to exploit – another reason why I quite like AS). This is expressed as the mech’s battle value or BV. The BV system is remarkably robust for something that came out in 1997 and last saw a revision in 2007.  It can, however, be exploited in some ways. Battletech is a complicated and often time-consuming game to play, and the easiest way to ensure you have a stable pool of folks to play with is to not be a tryhard dickhead at pickup games. For more about how not to be a tryhard dickhead, see: Battletech: BV and The Code. The pulse lasers referred to in that article are Clan pulse lasers and not available on the variants I’ve chosen, but get a few Battletech players in the room and ask them what they think is completely broken in the setting and you’ll usually have four or five completely different opinions. I didn’t want to be the player who happened to pull up with a list that led to a shouting match the last time they ran this match type.

At any rate, I double-checked to see if my lists needed to be submitted before I showed up to the event (they did not, as this was just a casual game) and let myself make the call right before the start of the game. After chatting with the organizer when I got there, I ultimately opted for the Jumpy Pulse Bastards and let my Victor rest in the tupperware container I brought the squad in.

With that overly long setup behind us, let’s get to the After Action Report.

The After Action Report

Upon arrival at the shop, I was asked who my sponsor was for the Solaris VII fight. I hadn’t even considered this and was a little frazzled from the drive in to Toronto. After collecting myself, I went with Yoyodyne, the only too-precious-by-half big-L Literature reference I’ll allow myself. I realized afterwards that there was a wealth of Netrunner corps I could’ve used or, hell, even a better Pynchon reference than that. But whatever, Yoyodyne is also the name I give to my Etrian Odyssey guild, too. The sponsor wound up being the shorthand they’d use to refer to the different players around the table. There were about five of us. Nobody brought more than two mechs. I was heartened to see that a lot of folks were rolling with mech variants that I quite liked: I saw a Wolverine WVR-7K in there, one guy had a Centurion CN9-AH. As I am always pleased by the overall aesthetics of the Axmans and Hatchetmans (sorry, this is just how plurals are handled in the setting – I hate it too) I was happy to see that the organizer brought an Axman. There was also a Wraith (a mech I like almost as much as the Nightsky) and oh fuck oh no somebody brought the Banshee 3Q (they used a Wasp to fulfill the two-mech requirement).

Initiative was handled with a deck of cards rather than having players roll off. I liked this approach. Everyone took turns cutting the initiative deck between shuffles and that established the order. Then it would reverse order. So whoever moved their first mech last got to move both mechs one after the other. If one of your two mechs were dead, you automatically got to skip the first mech movement because everyone wants to move as late as possible to avoid giving someone the chance to get into their rear arc. We all rolled off to see who would spawn where on the map (your starting point was randomized by rolling a 1D6 and moving clockwise around the table to the correct spot).

This photo was taken after the game, but should give you an idea of the forces and their composition.

A photo depicting mech miniatures on a hex map. From left to right: Shadow Hawk and Centurion, Nightsky and Spider, Banshee and Wasp, Wolverine and Wasp, Axman and Spider, Wraith and Spider.
mechs on mechs on mechs

From left to right:

  • Corean Enterprises (Shadow Hawk and Centurion)
  • Yoyodyne Ltd. (Nightsky and Spider) – it’s a me
  • Venu Corporation (Banshee and Wasp) – oh no
  • Cool Guy Industries (Wolverine and Wasp)
  • Cyberdyn Systems (Axman and Spider) – the TO
  • Lunar Gambit Inc (Wraith and Spider) – this was a very close contender for my lineup, too.

Turn 1: Getting into Position

a close up photo of a Nightsky and Spider in woods. In the distance, an Axman and Spider run by Cyberdyn Systems
My Nightsky’s main job was to try to keep up with my Spider. I spent a lot of time leapfrogging between wooded areas (the green hexes).

We were playing with sprint rules, so you could choose to sprint for twice your walk speed, but would not be able to shoot or make any physical attacks. I’m pretty sure I just jumped to the woods rather than sprint. I didn’t fire anything this turn, though. You can see in the distance Cyberdyn’s Axman and Spider. That Axman looked cool as hell and had a sick freehand logo on it.

Turn 2: First Blood

Lunar Gambit’s Spider jumped onto the summit alongside Venu Corporation’s Spider. I was still getting into position and saw an opportunity to get a rear

a close up photo of a Nightsky in woods. A spider is perched behind an Axman, one level up. On the summit of the mountain, a different Spider lies on its side, dead. Beyond that, another spider, also on its side.
I figured I’d try to get a cheeky rear armour shot on the Axman. A little shocked my Nightsky managed to get first blood.

armour shot in on the Axman with my Spider, but that wasn’t going to do an awful lot. Just wanted to get some shots in. I also unloaded into the rear armour of Lunar Gambit’s Spider with my Nightsky and cored it (several other folks were taking potshots at it, too). Spiders can be fragile, even with decent difficulty-to-hit modifiers. A lot of light mechs will rely on the “to-hit” difficulty increasing as they move, but if enough people are pouring shots into you, someone’s going to roll boxcars and take off a leg.

 

 

 

Turn 3: More Blood

A Nightsky and Spider on the summit of the mountain, with an Axman lurking below, and the ponderous advance of the Banshee in the distance. In the far distance: a wraith takes potshots.
Having both mechs on the summit for a turn got me an early lead on the rest. It didn’t *feel* like folks were going easy on me, at any rate.

I jumped my Spider and Nightsky onto the summit, scoring a point each. Vanu’s Banshee managed to get a shot in on Cyberdyn’s Spider with the AC/20, which ended that mech’s run. I got a point for taking some shots at them, too, if I recall correctly. Then Vanu’s Banshee kicked Corean Enterprises’ Centurion’s head off during the physical attacks phase.

Turn 4: Coolant Flush

I hopped my Nightsky and somehow unscathed Spider off the summit. My Spider had been building up heat over the past few turns and I wanted it to cool off a bit. Cool Guy Industries put his Wasp on the summit (it promptly had a leg shot off) and it looked like next turn was going to be a bloodbath. Cyberdyn’s Axman got behind Cool Guy’s Wolverine and dismantled its right torso.

Turn 5: Violence Ensues

My Nightsky put some shots in on Cool Guy’s Wasp along with help from Lunar Gambit’s Wraith and Venu’s Banshee. Lunar Gambit’s Wraith also got a headshot on Corean Enterprises’ Shadow Hawk, meaning both of their mechs went out with headshots.

A Spider cooling off in the woods as violence ensues at the summit.
As my spider cools off in in the woods as violence ensues at the summit.

Turn 6: Repositioning

My Spider got back on the summit, my Nightsky tried to hatchet someone but missed. A lot of folks jockeying for position and taking potshots.

A Banshee and Axman are on the summit, a Spider lies broken on the ground. A Nightsky watches from the woods and behind it, a Wraith takes some opportunity shots.
My Spider took a beating while the Banshee and Axman duked it out. My Nightsky took potshots at them while taking hits from the Wraith in the background.

Turn 7: Death From Above

My Spider took an AC/20 shot to the arm and sundry other fire to the leg. Still around but it’s not getting up. I was just hoping it would last long enough to get two points. Then Lunar Gambit declared a death from above from their Wraith. The Axman and Banshee were getting into it next to my Spider. The Banshee also made a push attack, so we had to figure out a lot of displacement order-of-operations. The Wraith landed on my Spider, which was badly damaged and knocked off the cliff (the fall finally killed it). Then the Banshee pushed the Axman into the Wraith, pushing the Wraith off the summit.

The Banshee charged the Axman, displacing them off the summit. The Wraith completed their Death from Above attack on my spider, displacing it off the cliff to its demise. My Nightsky stands next to the summit, mostly helpless.
The Banshee charged the Axman, displacing them off the summit. The Wraith completed their Death from Above attack on my spider, displacing it off the cliff to its demise. My Nightsky stands next to the summit, mostly helpless.

Turn 8: Back on Top

Vanu’s Banshee is still on the summit. Cool Guy’s Wasp tried to charge the Banshee off the summit but took an AC/20 to the leg and Cyberdyn’s Axman finished the job with a hatchet.

Turn 9: Endgame

The newly-resurrected Centurion from Corean Enterprises finally got back into the fight in time to shred the rear armour of Axman with an AC20 shell. It’s now hanging together with duct tape and a prayer. After two turns of sustained fire from several other mechs, was the victim of *another* Death from Above attack from the Wraith. This displaced it off the top of the mountain. The pilot decided to eject, ending the match (for the game to be called, three players needed to lose all three of their mechs). My Nightsky and Cool Guy Industries’ Wolverine exchanged a perfunctory salvo of fire and shook hands at having ended the match still alive on the summit.

The Wraith stands imperious over the fallen Banshee, bracketed by a Nightsky and Wolverine. In the distance, the Axman, Centurion, and Shadow Hawk watch in frustration.
The Wraith stands imperious over the fallen Banshee, bracketed by a Nightsky and Wolverine. In the distance, the Axman, Centurion, and Shadow Hawk watch in frustration.

Final Thoughts

My main lessons so far:

  • Use Flechs record sheets (or ideally, get a decent tablet or e-ink setup to handle record sheets). Cognitive load is a real threat and the less brainpower you spend thinking about basic mechanics, the more you can use it making better choices. At any rate, the stock record sheets from Catalyst are pretty low on details. I should also take a closer look at the Fancy Record Sheets.
  • You are going to forget everything you thought you knew once you play your first game. I am super grateful to everyone at the table for being chill and helpful as I mostly stumbled through just about every single phase.
  • For this particular format, armour is king. Your point totals increase exponentially and with the BV limitations, you need to be able to reliably tank multiple AC/20 shots. I get that there’s a lot of hand-wringing about the balance of the game after the Clan Invasion introduced a lot of higher-level tech, but that Banshee was basically unstoppable. Nobody had an answer for it. I think if we’d allowed at least some early Clan tech, someone might have had the requisite DPS to really stop that thing, especially considering the player dumped half its ammo bins at the start. This is a very specific inside baseball tip to anyone looking to pick up a Banshee – you might want to avoid the one in the Eridani Light Horse Hunter Lance Pack. The way it’s posed on the base makes it extremely hard to figure out its facing. Compare the Inner Sphere Heavy Lance mini against the Eridani Light Horse one. The second Banshee is explicitly not aligned to the flat edge of the hex. Unless you’ve marked the facing side of the hex, it’s impossible to tell from looking at the table.
  • As I get better at the game, I could also see taking a very different approach to this format if I just wanted to fuck around with artillery. I wouldn’t be able to bring Urbanmech AIVs, unfortunately (they show up in the 3070s). However, I could fuck around with some kind of Catapult C3/OstScout force. Five shots with Arrow IV ammo isn’t enough for a full engagement, but it might be funny to just rain artillery shots down on the summit in the late game. If I were to run this format on my own, I think I’d consider opening up the option of providing players with battlefield support points, a much easier, rules-lite way to introduce artillery and fire support to the game.
  • In the intervening time, the recent Battletech: Mercenaries Kickstarter has started shipping. I missed out on the chance to back it, but I’ve devoured every bit of coverage I can find about how the new rules handle support assets as well as rolling your own mercenary company. It seems like there’s some really elegant ways to roll a scenario up to play a quick pickup game with an opponent. A more expanded version of those rules should be coming out in the Hot Spots: Hinterlands book at the end of November, so I’m excited to check that out. A local place near me has started having semi-regular Alpha Strike drop-in sessions, so I might pitch a couple folks on rolling a contract and playing a quick match.
  • It is endlessly funny to me how many lance packs have one or two assault mechs in the box. It’s super rare that I’d ever throw more than one in a force if I’m playing Classic Battletech. What I’m starving for is decent Heavy, Medium, and Light mechs to fill out a force. My entire conundrum around finding a light mech to pair with the BNC-3Q that I wanted to run would’ve been solved if I had an Ostscout or Javelin. I may also die mad that my beloved Vindicator (a very good Medium mech) is locked to the Beginner Box, so I need to hope I get lucky with a blind box or spend $25 for that mech, a spare Griffin, some new hex maps and streamlined beginner rules… hey okay maybe that’s not too steep a price for all that. God damn it. [Editor’s note: they did, in fact, decide it was not too steep a price for all that. This post will be updated with a photo once the painting’s done.]
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