Category Archives: Battle Reports

Your BattleTech News Round-Up For July, 2023

July is not traditionally a particularly busy month for BattleTech, with Gen Con usually taking up all the oxygen until August. However, we seem to have gotten a blockbuster month for BattleTech news, so I won’t waste time. We got a lot of ground to cover, so let’s hop to it!

New BattleTech Products From CGL For July

Proliferation Cycle Pack

We’ve got a bunch of new product announcements from Catalyst Game Labs, starting with one that just snuck in at the end of June. The Proliferation Cycle pack is now available, containing seven of the earliest BattleMechs known to mankind. They include the Firebee, Gladiator, BattleAxe, Ymir, Icarus II, and of course, the Mackie. It also includes the first OmniMech, the Coyotl, which remains fairly effective even to this day.

Snord’s Irregulars Assault Lance is also available, which includes the Spartan, Guillotine, Highlander, and the utterly disgusting FrankenMech, and there’s an entire UrbanMech Lance with a new pose of the R60 and three new variants, including one from the ilClan era. Head on over to Catalyst’s web store to order these little beauties.

RGV1-Classics

Later in July saw the release of the Gray Death Legion Heavy Battle Lance pack, which includes a jumping Shadow Hawk, new variants on the Gargoyle and Catapult (which appears to be the K2 variant), and the new Regent (which is like a Hauptmann, only it’s made by Sea Foxes). Grab that exclusively at Barnes & Noble. A collection of new plushy patterns have also been released (including Archers in both Wolf’s Dragoons and Kell Hounds colors) as well as the BattleTech Activity Book 02 in both print-on-demand and pay-what-you-want PDF.

And most recently, BattleMech Recognition Guide Vol. 1: Classics is available now in digital and print formats. This guide focuses on some of the best-known ‘Mechs of the Inner Sphere and Clans but rebuilt with ilClan-era tech. It contains materials originally published in the Recognition Guide: ilClan series. Grab it on the Catalyst Web Store or through DriveThruRPG

CGL Has Stuff Going On At GenCon

We are just days away from Gen Con Indy, and Catalyst Game Labs has a lot of stuff going on. So much stuff that I had to scroll for several pages before I finally got to the end of the CGL’s section of Gen Con’s event finder. A lot of the more popular events are already sold out, but there are stil plenty of activities with space available.

Thursday will see Alpha Strike Academy, BattleTech mini painting classes, the Solaris Melee Challenge, Raise the Flag, and both Grinder and Feature events, as well as BattleTech Bootcamp (which unfortunately seems to be sold out). The BattleTech Championship Circuit begins Friday, with continuations on Alpha Strike Academy, Raise the Flag, and the Solaris Melee Challenge. This continues into Saturday with an Alpha Strike scenario called “Battle of the Super Heavies,” and even more BattleTech Total Warfare scenarios. 

There are loads more than what I’d just briefly listed above, so check out this list to sign up for events. Gen Con runs from August 3 to 6 in Indianapolis, Indiana. Get your tickets here.

And since Gen Con is BattleTech‘s biggest convention of the year, I wouldn’t be surprised to hear about some new product announcements. Expect to hear more on that in next month’s news roundup.

Opinion: Is the Size And Weight Of ‘Mechs Accurate?

Sarna Complaints Department

Courtesy of Eldoniousrex

In this month’s opinion, we’re going to take a look at a question posed by user agent_venom_2099 over on the new-and-improved BattleTech subreddit. The question: does 31st (and 32nd) century weight seem accurate based on what we know of modern-day military hardware, such as tanks?

The key comparison is the M1A1 Abrams, America’s main battle tank. Weighing in at almost 70 tons, an Abrams is roughly 10 meters long, three meters high, and a little over three-and-a-half meters wide. The exact dimensions of ‘Mechs aren’t often discussed, but the similarly-massed Warhammer is often portrayed as around 12 meters tall and four meters wide at the shoulder. 

The Warhammer seems larger dimensionally, but we should remember that the Abrams is basically a metal brick with tracks on each side and a turret in the middle. The Warhammer is a hollow armored carapace over a metal skeleton with a fusion engine in the center and PPCs on either side. 

Is it accurate to say these two machines are equivalent mass? I’d say so. Sure, the Abrams is likely denser and smaller by volume, but that’s just tanks for you. ‘Mechs are supposed to move in ways that tanks can only dream of, and that additional mobility likely just means ‘Mechs aren’t as dense as traditional tanks. This could also explain why heavy tanks like the Manticore II are often shown as smaller (by volume) than ‘Mechs even though the Manticore II weighs in at 70 tons--even heavier than an Abrams.

What do you think? Should ‘Mechs be heavier than they are, or do you think their general size and volume are appropriate for their mass? Let me know in the comments below.

Lego Thor Comes With A Removable Reactor, Sensor Module, And Pilot

Lego Summoner (Thor)
by u/cosmicmoonglow in battletech

We love to see Lego ‘Mechs here at Sarna, and we’re even more impressed when you can actually put a little Lego figure inside one. I’m doubly impressed that this Thor not only has a functioning cockpit but also one that can eject the pilot before its ammo explodes.

On top of that, this Lego Thor has a removable reactor and sensor module so you can showcase it undergoing maintenance. Unfortunately, we still don’t have the schematics to make our own Lego Thor, but creator cosmicmoonglow has promised to post them after tinkering a bit with the design.

Longbow Coming To MW5 In The Dragon’s Gambit DLC

As hinted last month, it turns out we haven’t seen the last of MechWarrior 5: Mercenaries after all! The Dragon’s Gambit brings an all-new campaign that takes place during the War of 3039. Where in Legend of the Kestrel Lancers players sided with the Federated Commonwealth, this time you’ll be hired by the Draconis Combine and paired with the 5th Amphigean Light Assault Group on Vega. According to Sarna’s records, the 5th Amphigean faced off against the Grave Walkers, Seventeenth Recon Regiment, and Snord’s Irregulars before being eventually forced off-world. Does this mean we’ll be fighting a losing battle? We’ll find out in a “handcrafted campaign” that spans 15 missions--the most of any MechWarrior 5 DLC yet.

In addition to the new campaign, MW5 is also getting a new ‘Mech: the Longbow. A classic Unseen design, we haven’t seen the Longbow since MechWarrior 4: Mercenaries. At 85 tons, the Longbow is the classic assault artillery machine, capable of launching flights of 50 LRMs at a time. However, it’s not something you couldn’t already do in the Stalker. There will be a new Hero variant called the Hailstorm, however, so expect it to be the most unique of the Longbows.

Besides the new ‘Mech, there will also be “high-tier weapons caches” in every campaign mission, new “Otomo” variants of Combine ‘Mechs (including the Dragon, Mauler, Catapult-K2, BattleMaster, Charger, and Hatamoto-Chi), as well as new co-op instant action modes that will come as a free update to all MW5 owners. 

The Dragon’s Gambit arrives on September 28. Check out the official site for more info.

Multiple MechWarrior Projects At PGI?

Multiple mechwarrior projects in development?
Watch this video on YouTube.

The Dragon’s Gambit might not be the last MechWarrior 5 DLC. According to No Guts No Galaxy’s Sean Lang, MW5 developer PGI has “multiple MechWarrior projects in development,” with at least one new title that’s almost certainly MechWarrior 6

Speaking with Daeron “Bombadil” Katz over at PGI, Lang found out there’s a “new project” in the works that’s confirmed to be a new title release. He speculates that it’s MechWarrior 6 and it’ll be set during the Clan Invasion. Given how MechWarrior 5‘s DLC has been slowly working its way through the pre-invasion highlights, that theory doesn’t sound too far-fetched to me.

There’s also some speculation that MechWarrior Online 2 is in development, or that MechWarrior 6 will ship with expanded multiplayer capabilities that’ll effectively sunset MechWarrior Online. Note that this is purely speculation and we haven’t received any official announcements outside of The Dragon’s Gambit DLC.

I should also note that new games typically take a while to create, and Lang suspects we won’t see MechWarrior 6 for three to four years yet. This would necessitate an extension of PGI’s MechWarrior license, which is set to expire in 2025. Given the new game in development, I’d suspect that extension has already been granted or is basically a sure thing.

As for MechWarrior 5, PGI president Russ Bullock strongly hinted on Twitter that there’s more DLC on the way. But after the War of ‘39, there are basically no big in-universe events until the Clans are encountered in the deep periphery by ComStar in ‘48. One more DLC that serves as a prelude to a Clan Invasion-focused MechWarrior 6 would make a lot of sense. Maybe we’ll find out in “a couple of months.” 

The Stone Rhino Arrives In MechWarrior Online

Stone Rhino MWO

Lest we forget, MechWarrior Online is still here, and it’s still getting new ‘Mechs. The Stone Rhino has arrived, and it’s a terrifying monster of an assault ‘Mech that really seems to be the in-game equivalent of the Inner Sphere Fafnir. Every Stone Rhino variant is available save for the Stone Rhino 5 and 8, which is interesting given that the Stone Rhino 6 has 14 medium pulse lasers, enough to cause most ‘Mechs in MWO to self-destruct if fired all at once. In comparison, the Stone Rhino 5 would have merely brought four LB-5X autocannons and six ER medium lasers, while the Stone Rhino 8 would require Dark Age technology that isn’t available in-game yet.

Never fear, for the hero variant of the Stone Rhino, called the Koloss, is far more terrifying than any Stone Rhino ever produced. Five SRM-6s, two LB 10-X ACs, and five ER medium lasers are combined with MASC to make this a fast-moving brawler with punch enough to down most ‘Mechs in a single blow. Head on over to the MechWarrior Online store page to purchase the Stone Rhino packs now.

There are also two new Legendary ‘Mechs, and surprisingly, they’re both Annihilators. One, appropriately called Gausszilla, is armed with five Clan-spec Gauss Rifles, albeit at the steep price of a waddling speed of 32.4 kph. The other, called Stone Crusher, is armed with an array of Inner Sphere medium and large lasers tied to a targeting computer. Both come with mini battle passes that grant premium time, general skill points, ‘Mech credits, and cosmetics. 

July’s update also brought us a new map, Ceres Metal Scrapyard, as well as adjustments to weapon performance and ‘Mechs. Most notably, Inner Sphere PPCs now deal some damage below 90m, Marauder IICs and Mad Cat Mk II’s have had their agility stats adjusted, and another round of quirk tweaks have hit a number of designs, but mostly seem centered on the Executioner, King Crab, and Uziel.

As always, get the full patch notes on MechWarrior Online‘s site. 

Blood Asp And Masakari Mods Now Available For MechWarrior 5

You just can’t keep the Blood Asp down. Even though it’s only ever flirted with the video games, appearing in MechCommander 2, MechAssault 2, and MechWarrior Online, and even though I can think of no particularly noteworthy pilots, fans just love this 90-ton assault ‘Mech. I think it’s mainly down to its striking over-the-shoulder Gauss Rifles in its primary configuration. We’ll be seeing more of these beasts from Clan Snow Raven as we head into the ilClan-era, and we’re also going to see the Blood Asp make its debut in MechWarrior 5 thanks to yet another mod from SankaraSamsara. 

We once again have Pawel Czarnecki to thank for providing these 3D models that have been up-scaled and animated for MechWarrior 5. As with the rest of SankaraSamsara’s mods, you can get the Blood Asp via Nexus Mods or from the MechWarrior 5 section of the Steam Workshop. The Mech Delivery mod can help you find your Blood Asp without having to visit a bajillion planets in the outer periphery.

And no sooner do we get the Blood Asp than we also get the Masakari, or the Warhawk for all you Clanners out there. As with the Blood Asp, head on over to either Nexus Mods or Steam’s Workshop page for MechWarrior 5 to download.

Myomer Muscles Once Again Inches Towards Reality

Myomer musculature is once again in the news thanks to a team of researchers from Penn State University. They’ve developed a new type of ferroelectric polymer nanocomposite that “significantly reduced” the amount of power required to obtain an effect, “expanding potential applications” to include things like medical devices and robotics.

Myomer

We’ve been keeping tabs on the development of myomer for some time, and what’s always held these ferroelectric polymers back is how much power is required to actually get them to move. This new polymer requires “less than 10 percent” of the power other polymers required for a ferroelectric phase change. 

“Typically, this strain and force in ferroelectric materials are correlated with each other, in an inverse relationship,” said Qing Wang, research lead and Penn State professor. “Now we can integrate them together into one material, and we developed a new approach to drive it using the Joule heating. Since the driving field is going to be much lower, less than 10%, this is why this new material can be used for many applications that require a low driving field to be effective, such as medical devices, optical devices, and soft robotics.”

Soft robotics refers to the development of robots that use flexible or “soft” materials in order to make them safer for humans to work with. Doesn’t sound like the sort of thing that a ‘Mech would be concerned with, but it does sound like the exact sort of thing that would be useful in a bionic arm, for example. 

For more on this exciting development, head on over to SciTech Daily

Warzone Houston To Host BattleTech Event And Alpha Strike Tournament

MRC Warzone Houston

Warzone, Houston’s largest wargaming event, is back for its fifth year come September 22 to 23. Although I see Warhammer takes the top three slots on the Warzone homepage, BattleTech is going to be there too with a narrative event, casual games, and an Alpha Strike tournament.

On Friday, the “Death of Hope” narrative event will start at 11 AM sharp and pits FedSun and allied mercenary forces against House Kurita in a daring strike that takes place during the First Succession War. The event is expected to take all day long as players go through “a large-scale, integrated scenario at the scale we rarely have the time/logistics to pull off,” according to event organizers. Food and beverages will be available for purchase at the venue, and organizers will “likely order pizza” at around 5 PM, so feel free to pitch in for dinner.

The casual Grinder event will also take place on Friday but doesn’t have a specific start time. As a casual event, new players are encouraged to learn the rules of BattleTech, starting in a smaller ‘Mech and working their way to larger machines as their earlier rides get shot up. All supplies will be provided, so there’s no need to come with your own minis.

The Alpha Strike tournament on Saturday, however, will require people to bring their own 400 PV armies. You’ll also need to register for the tournament by providing a list. Games start at 10 AM and run into the evening, going through a series of missions that will have a two-hour time limit (or 15 turns, whichever comes first). For registration and the official rules, check out this PDF

Entry to any of these events will be $20, with more details available on the Warzone Houston website. [UPDATE: There’s been a few changes to this event! See the comment below for more!]

Focht News Network Coming to CNE And Other Convention

Focht News Network Logo

The fine folks over at the Focht News Network also have some big plans for August. You can expect to see them at GenCon, but also up in Canada, they’ll be the Gaming Garage at the CNE, Canada’s largest (and only) national expo. The Gaming Garage will also host an esports competition, a robotics competition, and a pinball tournament, but it’s the tables that’ll host Focht News that’ll have ‘Mech minis on an expansive battlefield.

I’ve been told that this year’s setup will be quite impressive, so if you’re in the Toronto area, come on down for some BattleTech games. I also got roped into volunteering on Saturday, so you can expect to see me there! Focht will be at the CNE from August 18 to 20.

You’ll also be able to find Focht at Fan Expo Canada at the Metro Toronto Convention Center from August 24 to 27. I’ve got a prior engagement, but I’ve been told that my absence won’t stop the BattleTech fun.

Unearthed Japanese Ad For MechAssault Is Very Early 2000s

Japanese Original Xbox Game Promos Compilation: Mechassault, Halo 2 And More!
Watch this video on YouTube.

Major BioMech recently unearthed this Xbox promo for the original MechAssault and man, it’s a trip. Thought lost to history, BioMech had it on a demo disk and uploaded it to YouTube for preservation purposes, and because it’s a neat look at advertising from the early 2000s. 

MechWarrior Living Legends Gets Its Long-Awaited Heavy VTOLs In Latest Update

Anhur Prime MechWarrior Living Legends

We’ve got updates for all the major MechWarrior titles this month, including MechWarrior: Living Legends. Update 0.16.0 has added all-new Heavy VTOL units, the Karnov and the Anhur, which are like the regular light VTOLs but with tank turrets mounted on their sides. In this way, players fly the VTOL and take aim with their turrets might like how they’d control a standard tank or ‘Mech.

Being larger and heavier than standard VTOLs, expect these Heavy VTOLS to maneuver more slowly but offer better firepower and increased armor protection. In addition, both the Karnov and the Anhur can act as Battle Armor spawn points or ammunition stores, allowing your team to put increased pressure on the front lines of battle.

Update 0.16.0 also brings some new weapons! The Rocket Launcher 10 is now available and works exactly as you’d expect, and the AP Gauss is available but only on the Anhur Heavy VTOL.

There are some other tweaks and weapon changes, but you can read about ’em on the MechWarrior: Living Legends ModDB page here. You can also download the game there, which I hasten to remind you, is totally free.

That Crab Is About To Have A Very Bad Day

Panzerbunn Atlas Crab

Courtesy of Panzerbunn

I’m not entirely sure what that Atlas is wearing on its head, but it sure does seem like it has a bit of a Christmas in July theme going on. Anyway, artist Panzerbunn is giving us a prime example of why you should keep your Crab well away from an Atlas, lest you eat a fist with 100 tons behind it. 

Kudos to the stalking Stalker in the background, although I don’t think it’s going to have much left to do once that fist lands. 

Renegade HPG Interviews BattleTech Art Director Brent Evans

A Conversation with Brent Evans | Art Director for Catalyst Game Labs and BattleTech
Watch this video on YouTube.

CGL Art Director Brent Evans recently sat down with Trevor at Renegade HPG for a chat on the current state of BattleTech. It was a delightful conversation on where the game has been and where it’s going, as well as a fascinating look at the business of producing all those high-quality miniatures for the Clan Invasion and Mercenaries Kickstarter.

I won’t go into too much detail, but it was wild to hear how Chinese manufacturers have their own proprietary software that compels them to rebuild 3D models sent for manufacturing. There’s also the strange politics of plastic manufacturers where larger orders always get preferential treatment. Evans admitted that CGL has been bumped before, but after years of carefully cultivating business relationships, they now have a reliable pipeline to get minis into boxes.

Evans argued that BattleTech’s success today is built on the foundation of solid logistics--something that parallels well with a popular maxim in warfare. For the first time in BattleTech history, Evans said, CGL has been able to keep the primary edition of the boxed set in stock at retailers for over 12 months.

But perhaps the most interesting subject would be the upcoming products. There’s the BattleTech Universe book, an updated and expanded version of the small primer included in the introductory boxed sets that attempts to explain the BattleTech universe. That’s expected to arrive something in October or November. There are also Faction Box Sets on the horizon, although CGL is still working out the details on what ‘Mechs go in which box. Major Houses and Clans will come first, followed by Dark Age and other smaller factions.

Evans didn’t say this, but I suspect we’ll see individual new ‘Mechs appear in these Faction Boxes in order to provide a compelling reason for fans to open their wallets and to keep retailers from seeing certain boxes sit on store shelves. No time frame on when that’ll happen, but I’m going to throw my request for a Cestus in right here, right now.

There’s a lot more discussed, so do check out the full interview in the video here.

ProtoMechs Are Basically Aliens

“Dying Breed” – Ink piece for Shrapnel Magazine
by u/TheRedEpicArt in battletech

I never liked ProtoMechs. They’re a neat concept, but they’re verging a little too closely to the realm of anime and exosuits rather than ‘Mechs. And it seems like I’m in the majority since ProtoMechs have been largely abandoned by the Clans that were tinkering with them.

The Delphyne, in particular, always seemed the most monstrous and alien of the ProtoMechs. Here we have Jared Blando’s piece for Shrapnel #12 showcasing just how monstrous this little devil can get as it blasts a Wasp‘s cockpit with its mouth-mounted medium pulse laser. Thanks for sharing, Blando!

The Black Marauder Doesn’t Wait For Halloween To Terrify MechWarriors

As we’re all aware by now, the Black Marauder is a personal favorite, and Dusk Haunters‘ sculpt naturally caught my attention. It’s got teeth, eyes, and even chains wrapping around this hell-born ‘Mech. Be sure to bring this piece back out for the spooky season.

Commandos Rock. Period.

Give yourself five more tons to play with and never even consider running a Stinger or a Wasp again. Oshlet proves just how amazing the Commando is with this piece showcasing the many missiles this potent Steiner scout ‘Mech can spam at short range. Commando fans, unite!

Sooo… Superconductors Could Be A Thing

Superconductor

Pretty much everything in BattleTech, from fusion engines to Gauss Rifles, is predicated on the existence of superconducting materials. It’s not really discussed much in lore because it’s sort of boring to talk about wires, but it’s a technology that is essential for other technology to flourish. And now, three researchers at Cornell University say they’ve invented the world’s first room-temperature superconductor.

Previous superconductors have always been hard to make or only worked at super low temperatures--like, near zero degrees Kelvin. This superconductor can be made at room temperature using nothing but a mortal and pestle, a vacuum, and a furnace. And if it’s real, it’ll pave the way to fusion reactors, high-storage batteries, quantum computers, and more. This could very well be the discovery that saves humanity from climate change.

It could also give us giant robots. Fingers crossed for both.

Reminder: Override Engaged To Host BattleTech Event At Nashcon

MRC & Nashcon With Warning44 and Vapor
Watch this video on YouTube.

I mentioned this event already back in May, but Sam has returned with more details and some informative videos to let people know what’s going on in Nashville.

As a reminder, Override Engaged/MRC will be hosting a BattleTech event at NashCon 2023 starting Thursday, August 17 at 7 PM. Opening night will be pickup games and socializing, while Friday will begin the narrative-focused Solaris Civil War scenario. Saturday will be a three-round Classic BattleTech tourney and a painting competition, and Sunday will be a three-round Alpha Strike tourney and the conclusion of the aforementioned painting competition. Expect rewards and prizes to be handed out following the conclusion of each event.

We’ve got a Google Doc with more details as well as an hour-long video explaining the whole event. 

Apparently, MRC is a pretty active group. Sam gave me a rundown of the events they’ve run throughout May and June:

“In May we had the largest recent Classic Battletech tournament, with initially 39 players from all over the world joining the MRC Discord to battle out ‘Tukayyid Heat,’ with 74 matches played across the month of May using MegaMek,” Sam tells me. “In June we followed that with a 10,000 BV2 force limit set within the  Late Republic era tournament, again within the MRC Discord, using MegaMek that saw another 20 players play 32 games across four weeks. This event saw most of the entire combined arms available unleashed, including vehicles, VTOLS, and Battle Armor/Infantry. Finally, we are wrapping up a July event, also within the MRC Discord and using MegaMek, focusing on the Pre-Operation Klondike preparations, using all 20 original Clans and First Succession War-era ‘Mechs, to which Organizer Pirate has put out a few fun introduction videos. And we do have one more tournament already being prepared, another combined arms, 10,000 BV2 force limit set within the Dark Age era, again within the MRC Discord and using MegaMek. All details can be found within the MRC Discord.”

If you’ve got any events you’d like advertised in Sarna, give drop me a line either here or via email. 

And that’s it for July! Join us next month for another toasty recap of all the BattleTech news that’s already happened.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Alpha Strike’s BattleTech Aces Got Me To Love Tabletop Again

Being part of the Mercenaries Kickstarter, I recently got to try out some of the playtest materials for BattleTech Aces, a single-player or cooperative version of Alpha Strike. It was also, coincidentally, my first time playing Alpha Strike, and let me say, I’m a big fan. But I’m especially a fan of the Aces playtest for what it means for tabletop BattleTech.

Despite some rumors to the contrary, I have actually played tabletop BattleTech before. More than once, in fact! I found it to be a fun enough experience and certainly helpful for discovering the origins of BattleTech’s many rules, but it was also… slow. Especially by modern tabletop standards. Rolling dice for each individual weapon (sometimes multiple dice, as is the case with missiles) just slows combat to a crawl, and tracking damage likewise proves time-consuming (even though it’s a far more accurate representation of battle damage).

Alpha Strike fixes all that. For those who haven’t played it, Alpha Strike simplifies combat to just a single dice roll. You move, you shoot, and then repeat. ‘Mech stats are simplified to a single card rather than an entire sheet of paper (or two), with armor and structure tracking that’s actually oddly reminiscent of the old BattleTech CCG. Best of all, you can get the Alpha Strike card for every single ‘Mech (including its variants) over on the Master Unit List website absolutely free.

BattleTech Aces Meet And Greet Modified Crab Wraith Stinger Spider

They’ll be in black and white and they won’t look as nice as the real cards you can buy, but you can play Alpha Strike right now for zero money. All you need is a token to denote what ‘Mechs you wanna field and the stat cards on the Master Unit List site.

Alpha Strike also provides an easy onboarding game for Warhammer converts. The “standard” version of Alpha Strike forgoes BattleTech’s classic hex maps and instead has you measure distances for moving and shooting. It’s a bit slower, but it provides a familiar system for Warhammer folks.

Personally, I’m a much bigger fan of using hexes as they simplify measuring distances. Alpha Strike does contain rules to play on hex maps, so old-school BattleTech fans can still use all their beloved paper maps. You have the option of playing with more elaborate custom maps, or you can just play on your kitchen table using whatever household items you can imagine as mountains, forests, or other geological features.

BattleTech Aces Meet And Greet Nova Pouncer

You’re probably all thinking, “That’s great Sean, really didn’t need the recap for a game system that’s been around for a decade.” And to that, I’ll say hey now! We’ve got a lot of folks coming over to us from Warhammer 40K that might want to know where to get started, and I can heartily recommend Alpha Strike as the best place to get their newfound giant robot feet wet.

BattleTech Aces, however, will change the format of the game. Rather than two (or more) players facing off in simulated miniature combat, now you can play against the game itself either by yourself or with friends. Alpha Strike goes from competitive to cooperative, and that’s a paradigm shift I’m here for.

BattleTech Aces: From Competitive To Co-op

To get access to BattleTech Aces, you’ll need to have signed on to the Mercenaries Kickstarter at any pledge level. What’s available right now is still in beta, so there are some ‘Mech types that are missing and some AI-recommended actions might not always make the most sense. However, what we have is a good idea of what to expect in a final product.

BattleTech Aces Card Anatomy

Courtesy of CGL

BattleTech Aces is basically a deck of cards that you can assign to the enemy ‘Mechs in order for them to take actions not made by any player. It’s you against the board, as tabletop fans might say. Each of Alpha Strike‘s ‘Mech types is assigned a deck of cards and each turn that ‘Mech draws a card that will determine what actions it takes.

On the back of a card is a number that will determine what priority that ‘Mech has over its AI-controlled teammates. The lower the number, the earlier in the turn order that ‘Mech will move. Where that ‘Mech goes and what it does is then determined by what’s written on the front of the card.

On the front is basically a list of priorities for that ‘Mech. Top of the list is the thing it should definitely do above all else, like “move into woods/cover from most enemies” or “move to most enemies within line-of-sight.” Those priorities will depend on the card and the type of unit assigned to that deck. There are usually four to five instructions for movement, with that unit attempting to achieve as many as possible.

BattleTech Aces Pouncer

When it comes time to start shooting, there’s a list of instructions in the Combat Phase section at the bottom of the card. These instructions will determine where that unit aims its guns and pulls the trigger. Typically, those instructions will be to aim at whatever ‘Mech it can most easily destroy or is the easiest to hit (slow ‘Mechs out in the open, for example), but I can easily see a set of Clan-focused cards that require the unit to follow the rules of zellbrigen until the cowardly Spheroids start focusing fire.

After the instructions on each card have told every AI-controlled unit where to move and where to shoot, the old card is discarded and a new card is drawn at the beginning of the next turn. If the game goes long enough to run out of cards, then you just shuffle them up to draw from a fresh deck.

It takes a few turns to get into the flow of things, but once you get used to the symbols on the cards, you can generally have the enemy team’s turn sorted out in short order. This makes games go even faster because one of the sides doesn’t have to think about what to do; their turns are already decided by the cards.

When I played BattleTech Aces, I used the Meet & Greet scenario where the player-controlled side of green Inner Sphere forces (with some minor alterations to account for the ‘Mechs we had on hand, including a Crab, a Wraith, a Spider, and a Stinger) took on a pair of deck-controlled veteran Clan ‘MechWarriors (driving a Nova C and a Pouncer Prime). Even though the Clanners had a cardboard brain, they still put up a hell of a fight, leaving just the Wraith alive by the end.

BattleTech Aces Nova C

What struck me most is how effective these instructions were for providing a challenging opponent. You could even increase the challenge yourself by simply giving the bad guys a greater point value.

The other thing that I really liked about BattleTech Aces was just the fact it was a cooperative game. You can play with as many folks as you have ‘Mechs on the friendly side. It’s truly a shared experience, and you can have just as many nail-biting dice rolls without any of the hurt feelings (you can tell I’m maybe a big fan of co-op games).

And–I can’t stress this enough–having one side’s decisions already made makes the game go even faster than before. Depending on the number of units you field, you could potentially have several BattleTech Aces games done in a single afternoon. That’s a big swing from old-school tabletop BattleTech where games could take an entire weekend or even longer.

I totally recommend BattleTech Aces to anyone who’s got access to the digital rewards from the Mercenaries Kickstarter. And if you don’t, there’s still time to be a late backer.

BattleTech Aces Modified Meet And Greet Battle Scenario

As a note of warning, don’t expect the final product to just be those PDF files. Catalyst has stated that the final product might be several smaller releases or a “larger, more comprehensive product,” depending on the feedback it received from the playtest in May. Product development takes time and all that, but I can totally see a boxed product similar to Alpha Strike itself with its nicely-printed cards.

Catalyst has also told us to be patient for a version of Aces that might work with standard Total Warfare BattleTech. When standard BattleTech gets granular enough for you to target individual components, creating a single deck of cards to drive those ‘Mechs is a herculean task.

That’s fine though. I’m a much bigger fan of Alpha Strike anyway. Here’s hoping the Mercenaries Kickstarter arrives soon so I’ll be able to field my merc company against an AI-controlled team of Clanners once again.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Roundup For August, 2021

No jokes, no quips, no higgeltybips. We’re jumping straight to the straight facts today because there’s a load of BattleTech news this month and it ain’t gonna get spoon-fed to your eye holes with flowery language about summer rains. 

Besides, we got some big news to start us off.

Clan Invasion Wave 2 Shipping Has Started

If you’re like me, you probably thought that combining all your Clan Invasion toys into a single shipment made sense. This was before a global pandemic, a global shipping slowdown, and that stupid tanker that got stuck in the Suez Canal. Time makes fools of us all, as they say, and I felt very foolish indeed for my naive decision from so long ago.

That said, our long wait is almost over. Clan Invasion Kickstarter backers will soon be shipping their Second Wave packages over the next few weeks, with deliveries expected to last into September. Emails have already started going out for people to confirm their addresses. If your address hasn’t changed, no action is required, but you might as well double-check that nothing weird has happened between now and what feels like a lifetime ago. 

Sarna has a Discord!

A few months ago, an official Sarna Discord was created.  It’s already grown to over 750 members, and is a great way to connect with others in the BattleTech/Sarna/Wiki community.

The focus of the Discord is as an aid to the wiki — join the #research-desk, or as #wiki-questions.  If you have any technical problems with the site you can post in #wiki-issues.

Of course you’re welcome to discuss is #general BattleTech stuff or about #videogames-general — we love talking BattleTech.

Most of all, we aim to be friendly!  Join us!

To Serve And Protect

Urban Tyrant from battletech

Our first artist spotlight is PhearTheHam on Reddit, who posted this phenomenal image of an UrbanMech in a police uniform. We’re not sure which planet this Urbie is on, but whatever it is, it’s got an urban center with a crime problem big enough to warrant an AC/10

So Detroit, basically. 

Wolves Remakes Terra In Its Own Image

Another month, another Wolves update. This one brings back one of MechAssault 2‘s levels using some of the original assets completely new, custom assets [ed. PajamaBoy has corrected me--sorry about that!]. Terra certainly looks a lot different in the 31st century thanks to ComStar rule. This is what the world would look like if a telecom company took over. 

I gotta say, for a completely fan-made game, the Wolves folks are better at keeping their players up to date than most AAA developers. 

Eldonious Rex Makes The Best BattleTech Paperback Cover Ever

Oh, Eldonious Rex, you’ve done it again. Eldonious recently released his Marauder Print Pack, a collection of original prints that would look great on a wall or the cover of the latest CGL novel. Here we see a Marauder II taking on two Hatchetmen in close-quarters combat. It’s gotta be one of the most dynamic still images of ‘Mechs fighting I’ve ever seen. Catalyst, I hope you’ve hired this guy to be your cover artist.

You can get this image along with several other Marauder-themed items (including a coaster) over on Eldonious Rex’s commerce site here

MechWarrior: Living Legends Releases Update 0.14.4

Development continues on the old Living Legends even as a new standalone Living Legends is also under development. Honestly, there’s not a whole lot new in update 0.14.4 but there are a few notable fixes. 

First, ambient temperature wasn’t updating correctly on vehicle HUDs, so that was fixed, and damage modifiers that were allowing splash weapons to crack through a ‘Mech’s head armor have been tweaked to stop providing quick and undeserved kills. Third, all ASF build timers have been set to 45 seconds from 10 seconds to prevent players from just Kamikazeing into ground objectives over and over again and wasting team tickets. 

There’ve also been a few tweaks to the Kagoshima map, including added ammo buy zones on the side caps, rolling fog has been added to the lower part of the river valley, and the Karnov has been moved from the middle of the map. You should see these changes live on servers now.

Games Workshop Drives Warhammer Fans To BattleTech 

I was a little late for this drama because I’m not much of a Warhammer fan, but apparently, Games Workshop has declared war on its own fanbase. 

Earlier this month, Games Workshop updated its intellectual property guidelines to have a “zero tolerance” policy towards infringements. This includes “pirating books, using a 3D printer to make copies of their models, and a ban on fan animations,” according to an article from Vice

The weird part here is that even though I’m not a Warhammer 40K nerd, I’ve still seen the incredible fan-made Astartes series on YouTube. Games Workshop actually hired that guy as well as a bunch of other talented individuals to make original content for a new streaming platform that Games Workshop is launching on August 25, so you can imagine how awful it looks for Games Workshop to suddenly turn around and say “no more fan animations, now you gotta pay for it.”

This led r/GrimDank, the official Warhammer meme subreddit, to switch to entirely BattleTech memes for an entire week, driving untold hordes of Warhammer fans to discover BattleTech for the first time. 

Tex wrote up a lovely welcoming post on GrimDank, while others have taken to trying to map Warhammer 40K factions to BattleTech factions (it doesn’t always work, but the effort is what counts here). As a reporter, I just report the news, but if any former Warhammer fans are reading this, welcome! Sarna is your one-stop shop for all the BattleTech info that’s worth keeping (which is to say all of it), and I’m sure you’ll come to love it as much as every other BattleTech fan does.  

MechCommander Mercenaries Returns For MechWarrior 5

Mechcommander Mercs – yeah, I'm just teasing you all now.
Watch this video on YouTube.

You remember MechCommander Mercenaries? The MechWarrior 5: Mercs mod that turned the game from a game where you command a single lance from the cockpit of your personal ‘Mech to a game where you command an entire company from the safety of your DropShip? Well, the Steam release of MechWarrior 5 and its Heroes of the Inner Sphere DLC sort of broke the mod for a while, but version 1.3 fixes it, and it’s available now over on Nexusmods.

Besides being playable again, MechCommander Mercs 1.3 adds a few new features, such as squadmates sharing sensor data for the purposes of long-range missiles, new empty/low ammo message on the game’s UI, and has better ‘Mech AI that should be compatible with other mods (like the TT AI mods). 

However, there are still a bunch of things left to do, and also several known issues in the current release. For example, if you decide you’re tired of being a bystander and you want to get back into the action by entering back into Mason’s cockpit via the F6 button, you’ll break the Mason AI if you try to leave again. 

There are other issues too, so read up on the 1.3 release notes before installing. 

Assassins Are Bad, But This Art Is Great

I love the Assassin. Don’t get me wrong, it’s a bad ‘Mech; it’s under-gunned and under-armored compared to anything in its class, and it’s not particularly effective in its singular role of hunting down and killing light ‘Mechs. It’s a poorly designed ‘Mech built by corporations that were looking to milk the Star League military-industrial complex and it honestly hasn’t gotten any better in the half-millennia since its introduction. 

But man, it just looks so damned good, and I just love me a recon-in-force ‘Mech that can fly (even though there are many, MANY other ‘Mechs that can do it better than the Assassin). 

So thank you, fed0tich, for indulging in my unabashed love of the Assassin. Please feel free to do so again at your earliest convenience. 

Tex, Stackpole, Pardoe, And HPD Renegade Talk All Things BattleTech

Tex, Michael Stackpole, Blaine Lee Pardoe and Renegade HPG Talk BattleTech
Watch this video on YouTube.

What do you get when you combine two of BattleTech‘s most prolific authors, Renegade HPG, and Tex? Two hours of the most fascinating conversation interspersed with some amusing anecdotes and Tex’s… unique brand of humor. This interview winds its way from the Minnesota Tribe and Clan Wolverine to the author’s favorite missed opportunities for cover art to some interesting “what if” scenarios. 

If you’ve got two hours to kill, you could do a lot worse than Renegade HPG’s latest interview. Check it out in the video here.

Battle Bound Answers Who Would Win In A Fight Between The Black Widow Company And The Gray Death Legion

Battletech: Battle Bound S2E2 - The Black Widow Company vs The Gray Death Legion
Watch this video on YouTube.

I stumbled across Battle Bound in one of my many jaunts across the wider world of BattleTech, which is to say it popped up in the subreddit and thought it was amusing enough to watch while I work.

What we’ve got here is a group of creatives that are essentially jazzing up a BattleTech playthrough with some nice editing, some video game-inspired effects, and narration courtesy of the one and only Tex. Frankly, I’m OK with Tex becoming the voice of BattleTech--it’ll give George a break from doing Duncan Fisher all the time.

Before the main event, Battle Bound shows us a bit of BattleTech history with an unboxing of the Gray Death Legion and Black Widow Company‘s Japanese sourcebooks and even goes deep into each company’s dossier, outlining each pilot, machine, and even their ‘Mechs unique quirks. This is circa 3025, so ‘Mechs often went into battle with damaged systems that just couldn’t be fully repaired. 

If you want to see a BattleTech tabletop game made as exciting as it basically can be, this is it. 

Boston Dynamics Shows Off Precisely The Wrong Kind Of Robot We Should Be Making

Atlas | Partners in Parkour
Watch this video on YouTube.

It’s a little sad to see current robotics going in the direction of small and dextrous rather than giant and lumbering, but I guess we gotta start with baby steps, right?

Boston Dynamics is a name we’ve covered before around these parts. Being on the forefront of robotics design means we’re just itching for the folks over in Boston to invent myomer musculature, fusion engines, gyroscopes capable of keeping an 80-ton death machine from toppling over. 

Instead, we get Atlas running a parkour course and then doing a backflip. It’s impressive, yes, but I think we need to collectively remind Boston Dynamics that we’re not at all interested in the cyberpunk future of robot ninjas. Give me giant stompy robots, thanks. 

MWO August Patch Brings The First ‘Mech Quirk Pass And Revamps HPG Map

MechWarrior Online’s renaissance continues with yet more updates! This time we’ve got a first quirk pass to several underused ‘Mechs as well as a massively updated HPG map. 

You can see the new HPG over on MechWarrior Online’s website, but it looks like the giant satellite dish has been pushed to the side and the actual battlefield is going to be a collection of ramps and technologically infused boxes. This might make the map seem a little more boring from an aesthetic perspective, but this is all to prevent games from devolving into two teams constantly circling around the HPG in a maneuver affectionately referred to as “NASCARing.” 

In MWO’s first quirk pass since the Cauldron took the reins of development, a collection of underused ‘Mechs is getting a much-needed performance boost in the form of quirks. Although somewhat controversial to BattleTech purists, quirks are basically MWO’s method of balancing BattleMech designs. Because ‘Mechs come in all different shapes and sizes, some are just easier to hit than others. Some have big arms that protect the torso, some have no arms at all, and some are just giant boxes that are so easy to hit that they turn into a walking bullet sponge on the battlefield. 

On top of that, certain ‘Mechs have better hardpoints, better omni-pods, or other non-equipment factors that just make them better or worse than other ‘Mechs in their weight class. Quirks give MechWarriors a reason to use a particular ‘Mech that’s just objectively worse without a little help. 

In this first quirk pass, the Locust, Mist Lynx, Adder, Cougar, Arctic Cheetah, Javelin, Incubus, Spider, Arctic Wolf, Hellspawn, Ice Ferret, Cicada, Centurion, Shadow Hawk, Hellfire, Thunderbolt, Nova Cat, Timber Wolf, Awesome, Victor, Highlander, Highlander IIC, Supernova, Mauler, Atlas, Kodiak, Dire Wolf, and Marauder II all get revamped quirks--mostly buffs, although a few quirks were removed or reduced to make way for the new quirk set. 

I’m particularly interested in the Ice Ferret quirks, as it’s one of my favorite ‘Mechs and it’s going to be quite a bit tougher following Tuesday’s patch. The Incubus and Cougar also look very interesting, as does the Centurion, which looks like it’ll suddenly become the tankiest medium ‘Mech in the game.

Both the new quirks and HPG remaster are live now, so go out there and blast people with some of these quirked-out ‘Mechs!

But as they say, that’s not all! There’s a free Shadow Hawk SDH-2K available for those who play the game even a moderate amount between now and August 9, and MWO community manager Daeron “Bombadil” Katz recently did an interview with No Guts No Galaxy’s Sean Lang to discuss the future of the game. There’s apparently going to be a huge announcement for both MW5 and MWO sometime next month, and PGI is also looking into restarting the MechWarrior Online World Championships and even hosting a virtual Mech_Con sometime in the future. 

Now This Is A Helluva BattleTech Map

I saw this pop up in my Twitter feed and just had to share. Longino Garcia’s battle map for the city of Olalla during the Battle of Tukayyid is nothing short of sublime.

And that’s it for August! Man, the time sure does fly. I’m still waiting on my Wave 2 order, but I hear someone at the door and it could be the mail person with my box now.

Oh, and have you checked out Sarna’s interview with BattleTech Line Developer Ray Arrastria? ‘Cause you should.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Roundup For June, 2021

Ahh, June. Honestly, my favorite month, and not just because it contains my birthday (ah, but which day? I’ll never tell!). It’s hot, but not too hot, it’s wet, but not too wet, and the bug population hasn’t had quite enough time to explode like it will in July and August. June is, in my mind, the perfect month.

Not to mention there’s a whole bunch of BattleTech news to get caught up on, so let’s hop to it!

Latest Tex Talks BattleTech Dives Deep Into The Marauder

Battletech/Mechwarrior Lore - Tex Talks Battletech : The Marauder
Watch this video on YouTube.

The latest Tex Talks BattleTech came out just after I posted May’s news blast, so I wasn’t able to promptly advertise the majesty of Tex’s latest project. For that, I apologize and beg your forgiveness. 

The Marauder was never my favorite ‘Mech even though I acknowledge it shares a special place in BattleTech and among most BattleTech fans. Like the Shadow Hawk, Locust, and Warhammer, the Marauder is a ‘Mech that will never die. Not even a decade of litigation can keep the Marauder from being perhaps the most famous BattleMech ever made. 

Tex does the Marauder sweet justice in this hour-and-a-half-long documentary. I think it’s Tex’s best work yet, and I encourage you all to learn more about both the machine and the history which produced it. 

I’m really hoping the Charger is next. There’s a ‘Mech with a story that deserves Tex’s special attention. 

Timothy Seals Just Updated His MechWarrior Remix Album, And You Can Still Download It For Free

I’ve probably gone on at length about Timothy Seals and his great work remixing and reimagining the original MechWarrior 2 soundtracks, so I won’t go into it again. All I’ll say is that the original MechWarrior soundtrack still holds up, and Timothy Seals only improves it further.

And now you can get the definitive version of Timothy Seals’ “Bred for War” album over on Bandcamp. This 19-track album includes several songs that were previously only available on YouTube, as well as the rest of the songs that were already on Bred for War. 

You can download the whole thing on his Bandcamp page paying for what you want, although only honorable MechWarriors will throw this bard a few coins. 

An Update On That MechWarrior 2 Unity Port

MechWarrior 2 Unity3D Reimplementation Project Beta 10 (MEK Engine)
Watch this video on YouTube.

I can’t remember when I first reported on someone remaking MechWarrior 2 in Unity, but here have an update on how things are going. 

And it looks like things are going well! Silent Thunder, the first mission in the Jade Falcon campaign, seems to have loaded just fine, although there are some issues with the enemy AI not really responding to the player’s presence. The game uses all the original sound files but updates the laser and explosion effects to be a little bit better than the original. There are also some issues with the explosions not lighting up the terrain as much as they should. There’s still no minimap, heat implementation, nav points, or music. You can basically walk around, shoot the objectives, and quit. 

But hey, that’s something! And it’s a lot of progress over where the team was last we checked in. We might see MechWarrior 2 reborn in Unity before the end of the year! 

MechWarrior Online’s Revival Continues With ‘Mech Agility Pass And A Reborn Polar Highlands

MechWarrior Online Polar Highlands Quick Preview
Watch this video on YouTube.

We got another MechWarrior Online patch that just went live! It’s not a huge patch, but it does come with two big deals. 

The first is the remastered Polar Highlands, which got a preview earlier in the month. Previously, Polar Highlands was relatively flat. Low, rolling hills provided breaks to line of sight, but the map was notorious for favoring LRM-focused builds which could utterly decimate an opposing team. Combine that with a lance of players dedicated to supporting their missile boats and Polar Highlands often turned into a match of who’s LRMs struck first. 

Although LRM-boating is a legitimate strategy, it’s not conducive to fun gameplay. The best and most reliable strategy against missiles is to stick to cover, so the new Polar Highlands adds larger hills, bases, structures, and long winding trenches to ensure ‘Mechs have an escape route when they find themselves under fire. 

And second is the agility pass. The Cauldron warned us of the impending agility changes in our recent interview, with the majority of ‘Mechs receiving a big boost to their acceleration, deceleration, run rate, torso twist speed, and torso pitch and yaw angles. These changes are designed to make the game feel more fluid and less like you’re fighting against the controls of a gigantic robot. Which you are, but fusion engines and myomer musculature shouldn’t feel cumbersome. 

Some ‘Mechs, such as the Quickdraw, Linebacker, and Commando, didn’t receive any boosts at all since they’re sufficiently nimble already, while other chassis like the Mist Lynx, Raven, Stormcrow, and Orion saw massive boosts to their overall maneuverability. 

Almost every ‘Mech saw some improvement, so I’ll bust out a few old favorites to see how they perform later this weekend. 

With agility out of the way, here’s hoping that rescale is next on the agenda. But as Bear_cl4w said in the Cauldron’s most recent vlog, there’s no specific timetable on that at the moment. 

Clan Wolf, Move Out! 

Great art from Reddit user SU-SMD of a Clan Wolf star dropping from a Union-C and then moving onto their objectives. That Viper and Shadow Cat are jumping quite aggressively, but that seems to be the standard operating procedure for Wolf maneuvers.

MechWarrior 5: Mercenaries Took Over E3’s PC Gaming Show

Let's get things started ... | PC Gaming Show E3 2021
Watch this video on YouTube.

If you were watching E3 as closely as I was, then you likely noticed how MechWarrior 5 featured quite prominently in the PC Gaming Show. In fact, Day9 was in the cockpit of a dropship, while Frankie was in the cockpit of a 65-ton CPLT-C1 Catapult. The hosts frequently swapped back and forth between various set pieces from MechWarrior 5, and the big interview during the show was with PGI’s community manager, Daeron Katz (who wore a stylish hat for the occasion).

It was a fun surprise to see how much pull MechWarrior still has in the wider gaming world. Sadly, the PC raffle where someone would win a MechWarrior-inspired computer was only available to US residents, so my Canadian passport disqualified me from entering. 

Anyway, although this was clearly just a marketing stunt, it was cute and fairly well done. There wasn’t really anything new discussed, so just catch a glimpse of the clips for everything you need to know. 

Lego Mad Dog? Lego Mad Dog

We like Lego, and here we have a 1:21-scale Lego model of a Mad Dog courtesy of EngineeredEntropy on Reddit. This model is extremely well done, with the only issue being that it’s not quite strong enough to stand up on its own. Plastic just doesn’t have the same structural support as Endo Steel, sadly. Bonus Timber Wolf at the end of the 20-slide carousel.

In Honor Of Brood X, Someone Held A Cicada Death Race

As many of you in America’s East and Midwest are already painfully aware, Brood X has arrived with a vengeance. Brood X is one of 15 Cicada broods that periodically rise from the earth to sing us the song of their people, and they do it every 17 years or so. It is the largest and furthest-ranging brood of Cicadas in the United States, filling the air with their characteristic buzz before mating and then dying off due to mass predation. 

To honor Brood X’s arrival, Reddit user VonJankmonBT hosted the “Cicada Death Race” at the Solaris 7 Dunken Davion Raceway. As the name implies, the race involves a bunch of old Cicada BattleMechs running around a hexagonal racecourse while trying to murder each other.

What makes VonJankmonBT’s fictional death race so exceptional is that they really went all-out on it. Check out the Reddit post for a full race report and a collection of pictures showing each lap of the Cicada Death Race. 

Because the Cicada‘s lasers are technically part of the torso and not the arms, the leading Cicada isn’t able to flip its arms around to start firing back at its pursuers. Thus, being in the lead is actually a very dangerous proposition for a Cicada racer, making this race a real blood bath.

Now we just need someone to put as much effort into an Urbie Durbie.

Is America About To Make Real ‘Mechs?

Well, no, not really, but a study from the US Army Research Lab looked into the idea and determined it’s at least possible. But they don’t really recommend it.

This comes courtesy of Popular Mechanics, which looked into the study published in the journal PLOS ONE. The study specifically examines something called the Heglund Formula, “which estimates the energy required for animal locomotion.” Physicists determined that the power required to move an object using legs is roughly the same as using wheels or treads up to 35 tons, so it’s no less efficient energy-wise to get around in a Jenner than it is a light tank.

So, great news for ‘Mechs right? The US Army is saying, “Well, we can make giant robots if we really wanted.” But that doesn’t mean they’re going to do it. The study also notes that walking vehicles are taller and thus more vulnerable than low-slung tanks and armored combat vehicles. And while ‘Mechs have an easier time getting down steep slopes, there’s not a lot of call for armored combat on the side of a mountain.

The study also doesn’t go into determining exactly how to power a theoretical BattleMech, just that it’s not immediately a bad idea from a power perspective. But hey, we’re one step closer to real ‘Mechs. Now we just need to have a century of warfare involving nukes and orbital bombardments before we sign a piece of paper that makes ‘Mechs the best means of waging war.

Farseer Animation Teases Next Project, And It’s Also About The Marauder

Marauder Trailer
Watch this video on YouTube.

Farseer Animation is back with a teaser video for their latest project, “Marauder.” If you’ll recall from around the same time last year, these are the folks that brought us that fabulous “Battle of the Crescent Fortress” animation, which is almost ten full minutes of some of the best fan-made fiction around.

This time we only have a minute to figure out what’s going on, but it looks like there’s Clan Jade Falcon going up against a lone FedCom Marauder. Dig the old-school Nova model being used here, as well as the Elemental infantry battle.

“Coming eventually” is about the best time frame we can hope for in what looks to be Farseer’s most ambitious project yet, so be patient on this one.

Clan Wave 2 Shipments Delayed Because We Can’t Have Nice Things

Sorry to end the June news on a bummer, but this just came in over the wire. Catalyst has just told Clan Invasion Kickstarter backers that Wave 2 has been delayed because the ship that was supposed to pick up the last two containers today didn’t even stop in port due to a COVID outbreak.

Yeah, COVID ain’t over, and it probably won’t be for years to come even as we all get vaccinated (and if you haven’t yet, I certainly hope you do soon). Catalyst is now calling for delivery around the first of August.

On the plus side, we got to see some ComStar minis, so that’s cool.

That’s it for June! Enjoy some MechWarrior Online events that are ongoing and be sure to take a breather. You deserve it.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

BattleTech in 2018: Clan Ghost Bear vs Mercenaries

I recently took to the table again, this time with the trusty forces of Clan Ghost Bear.

ProbableKoz and I decided that we wanted a bigger Alpha Strike battle, so we each dropped 750 PV on the table. Having just completed my first battle armor project for the Year of Battle Armor, I wanted to bring along the Corona Heavy Battle Armor and give them a trial by fire on the tabletop.

Because of the nature of how this battle was covered, I’m going to change up a bit about how I’m covering this one. I’ll share some pictures below to show off the action and talk about what’s going on, but we actually recorded this battle! ProbableKoz did a full on Battle Report over on his YouTube Channel. I highly recommend heading over to his channel to check out his take on the action. 

 

Watch ProbableKoz’s Battle Report for this game!

Battle Pictures – Early Game

Rasalhague Dominion forces deployed heavy to the left flank, with the bulk of the Mercenary forces congregating in the trees across the field.

The Mercenary “Ost Lance” and other elements took positions near the power plant while the Ghost Bear Fire Support Star mobilized from the `Mech hangar.

Fore Moths and Vipers (carrying Battle Armor) advanced deep into the Mercenary flanks, preparing for a lightning strike, while the Ghost Bear Battle Star moved in to engage the Mercenaries.

Mercenary forces moved up to gain firing positions on the Ghost Bears attempting to leave the hangar.

There were early casualties….

….on both sides.

Mid-Game Plans Go Into Action

Then the Ghost Bears put their plane into action, deploying Battle Armor units at close range.

Off the other side of the table, the battle for control of the hangar intensifies. Neither side gives ground.

ERROR – Battlefield Surveillance Data Missing – Suspect possible data breach. Reporting incident to MIMIR and Watch Field Stations for analysis.

Basically, there is a whole turn of the game missing from my picture records. To find out what happened that turn, ProbableKoz’s video is a great resource.

Late Game, Sweeping Up the Rabble

Having cleaned up the Mercenary threat on the left flank, the Ghost Bears move in to route the remaining Mercenaries.

While having lost the entire Battle Star, one Mech from the Fire Support Lance, and a few units of Battle Armor, the Ghost Bears had managed to reduce the Mercenary forces to just two BattleMechs. The Mercenaries decided it was time to leave and sped off the table, back to their DropShip.

Victory for the Dominion!

The Mercenaries picked the wrong day to poke the bear, and they paid for it. While losses on the Dominion side were not insignificant, the Mercenary force just couldn’t handle the rate of loss subjected from the Ghost Bears.

As for the Corona Battle Armor, it served its purpose well, and a couple of the units actually survived the reprisal attacks from their hammer strike style deployment. The Corona that was able to attack at Short Range really messed up the Mercenary plan by applying extra Heat to the Mechs they hit.

As always, ProbableKoz was a great opponent, and I think this loss galvanized him to come back stronger in the future.

The Dominion will be waiting.

 

First BattleTech of 2018: Republic vs Free Worlds League

This year brings with it new gaming goals and challenges. One of the chief goals that I have set for myself is to properly chronicle and record every game of BattleTech and Alpha Strike that I play on the tabletop this year right here on Sarna.

On December 31, 2018, I want to look back at all of the articles and games recorded and see a big year of gaming and fun times with friends.

With this first battle report of 2018, I begin my story.

“Hey, since I’m coming over today to pick something up, want to throw in a quick game of BattleTech?”

That was what my friend asked me the morning of January 6. Quick game of BattleTech? I shrugged when I considered it. We both knew that kind of thing didn’t exist, but he knew how to hook me. (Hint: It’s not difficult when BattleTech is what’s offered!)

And so, I set about pulling together a game.

Before I get to the Battle Report, let’s take a look at the forces. I used what’s become my default Lance from my Republic forces while my opponent wanted to take a stroll down memory lane with some well-known BattleMech chassis.

Free Worlds League Rabble

WHM-8D Warhammer – Gunnery 3/Piloting 4
CRD-6M Crusader – Gunnery 3/Piloting 4
MAD-9M Marauder – Gunnery 3/Piloting 4
TDR-9M Thunderbolt – Gunnery 3/Piloting 4

XII Hastati Sentinels

PRF-1R Prefect – Gunnery 3/Piloting 4
HVC-P6 Havoc – Gunnery 3/Piloting 4
DLR-O Doloire – Gunnery 3/Piloting 4
LMT-2R Lament – Gunnery 3/Piloting 4

We decided to keep things simple by just choosing `Mechs and taking all 3/4 pilots. The BV2 had a slight skew when I went to look at it later, but the game was interesting in spite of (or because of?) it.

Table and Scenario Setup

After deciding on the maps we would use, we wanted to come up with at least a basic scenario that would make it feel like we were doing more than lining up and shooting. We decided on an escape mission, with the Attacker trying to get one `Mech to the DropShip.

I rolled and won choice, and I set up as the Attacker.

The Hastati Sentinels set up to make their way to the DropShip.

Round One

The opening round saw Initiative go to the FWL, as the Hastati Sentinels moved into the base section of the map. The FWL `Mechs broke into teams of two, with the Thunderbold and Crusader exchanging ineffective fire with the main Hastati group.

The Hastati Sentinels exchange ineffective fire with the FWL Mechs in Round One.

Round Two

Seizing the Initiative, the Hastati move forward into the base and begin the setup for their breakout moves. No fire is exchanged this round as the FWL `Mechs move to cover as many angles as possible.

The Hastati and FWL `Mechs hope to outmaneuver the other team in a round of no shots.

Round Three

Keeping the Initiative, the Hastati Sentinels pause to regroup, in yet another round of no shots fired. The FWL `Mechs, sensing a ruse, move to press into the base should the Hastati be up to something sneaky.

The tension is high as `Mechs on all sides seek an advantageous position.

Round Four

Regaining the Initiative, the FWL is able to respond to a high stakes gambit employed by the Hastati, the Republic forces send the Havoc over the wall and try to throw the FWL forces off balance. The Doloire is able to help add to the maelstrom and the Lament and Prefect are caught trying to prevent the Thunderbolt and Crusader from vaulting the wall.

The result is mixed for both teams, with the Marauder and Havoc both taking heavy fire from enemy units.

The forces finally clash.

Round Five

The Hastati win back Initiative and push all-out, with the Havoc making a break for the DropShip, and the mission objective. The other Republic `Mechs move into support positions to attempt to cover their smaller friend’s run. The Lament and Doloire attempt to cripple the Warhammer that stands in their way, while the Prefect savages the Thunderbolt that has turned to give chase to the Havoc. Somehow, the already badly damaged, yet operational, Havoc avoids all incoming fire from the FWL Marauder.

The Havoc makes a break for it.

Round 6

The Hastati retain Initiative and continue their push out towards the Drop Ship. Unfortunately, the paved roads are more of a hazard than the entire enemy team, and the Havoc careens into a Hardened Building at top speed. The damage is not favorable, leaving a side torso badly damaged and vital critical spots exposed. Fortunately for the Havoc, no enemy was able to take advantage of the calamity.

The FWL Warhammer was able to forestall the advancing Hastati heavy elements for a turn longer, refusing to go down despite taking a withering amount of incoming fire.

With the Havoc down but not out, the Hastati continue to push the FWL `Mechs to try to gain a numbers advantage.

Round Seven

Tragedy struck twice in a row for the Hastati Sentinels, as the Havoc was able to stand and make another break for the DropShip. However, fate was against the pilot that day, as one slippery patch of asphalt saw the Havoc taking another dive, landing on its already badly damaged torso, and crushing the XL Engine in the process. The Havoc was permanently out of the fight and unable to win it for the Hastati, making it a 4v3 in favor of the Free World League.

With the Havoc a non-issue, the FWL turned to attempt to down the biggest threat on the field, the deadly Doloire OmniMech.

Havoc no more! Now outnumbered, the Hastati must defeat a numerically superior force.

Round Eight

The Free Worlds League wins back the Initiative for the first time in four rounds and is able to press the numbers advantage into the Hastati Sentinels, making the Republic forces adopt a slightly defensive stance.

Despite a heroic last stand, the focus-fired Doloire is unable to withstand the amount of firepower coming from all directions, and it goes down in a ball of fire and laser blasts. Trying not to make their companion’s sacrifice count for something, the Lament and Prefect are able to down both the Warhammer and Marauder, with the Warhammer‘s Center Torso completely vaporized by Heavy PPC fire. The Marauder, however, is not out of the fight just yet.

The Warhammer finally falls, and the Doloire joins the Havoc as the Hastati Sentinels are now outnumbered 2v3.

Round Nine

The Free Worlds League kept the initiative, but the Hastati Sentinels had no choice but to press the attack. Downing the Thunderbolt, the Prefect managed to help even the odds even as the Lament exchanged fire with both the Marauder and the Crusader.

The Prefect manages to down the Thunderbolt as the Lament tries to finish off the Marauder.

However, not all goes as planned for the Hastati Sentinels, as the combined return fire from the Marauder and Crusader score an unprecedented three head hits in a single round! The Lament sags to a stop as the pilot is dead in his cockpit. Well, what’s left of the pilot, anyway.

Faced with the horrible reality that the rest of his Lance is out of the fight, the Prefect surrenders, and the Free Worlds League wins by preventing any of the Republic forces from reaching their DropShip.

Alone on the battlefield, the Prefect surrenders to the Free World League Rabble.

Wrap Up

Some astute observers out there will notice that it was actually the Hastati Sentinels who had a distinct BV2 advantage in this matchup.

Discussing the game afterward, we agreed that the turning point was obviously the three head hits on the Lament in a single turn of weapons fire. The Lament and Prefect had more than a fair chance of defeating the remaining FWL BattleMechs before that happened.

What a fun game!

There’s no telling what will happen when the dice start rolling, and this game is a great example of that.

The Hastati Sentinels now have a new grudge to settle in future games, and hopefully, the Free Worlds League Rabble will have a paint scheme to show off for the next game.

So that’s it for BattleTech action for now. I can’t wait to hit the tabletop again and report on the next game.

Until next time, MechWarriors, don’t forget that no fight is decided as long as dice can still be rolled!

 

Want to learn more about BattleTech? Start Here:

Classic BattleTech Universe Book
BattleTech: BattleMech Manual

BattleMech Models from IronWind Metals

 

The BattleTech Match Of The Century: Mitch Gitelman vs. Jordan Weisman

The BattleTech Match Of The Century: Mitch Gitelman vs. Jordan Weisman

If you missed Mech_Con, then you missed one of the greatest duels of all time. Mitch Gitelman, co-founder of Harebrained Schemes, and Jordan Weisman, the other co-founder of Harebrained but also of FASA and all things BattleTech, fought to the death in their highly anticipated turn-based strategy game, BattleTech.

The stakes had never been higher for these two giants of industry. At Weisman’s suggestion, the pair agreed that whoever won the duel would take their opponent as his bondsman for a period of one week.

“Will you kneel to me, Weisman?” Gitelman asked.

“No, but you’ll kneel to me!”

“Bring it, old man.”

And thus, the battle was joined.

Continue reading

BattleTech Fall Classic – Republic Gunslinger Tournament

Back on November 4th (just shy of five weeks ago at the time of writing) six Middle Tennessee area MechWarriors descended on one location to fight it out in a series of matches that would determine who was worth of the title “Gunslinger”.

With the gracious hosting of The Game Cave in Hermitage, TN, I was able to organize the tournament and invite the Middle TN group to have it out in a series of four 1v1 matches, each at a different weight class.

I further upped the stakes by adding environmental conditions into the mix, much to the groans and mixed chuckles of all of the participants.

A link to the full rules for the tournament is HERE.

There was some prize support present as well.

The prize support for the Fall Classic.

Modeling tools (provided by the Wargamers’ Reunion), 3D printed 6mm terrain (provided by Dicey Ventures), and even a CAV model (given to the lowest ranked player at the end of the day) were among the prizes. Also, there was one prize above all, seen to the far right of the picture (No! Not the DQ cup!).

I speak, of course, of The Gold Malice Gunslinger Trophy!

The legendary and much sought Golden Malice trophy went to the winner, along with the title “Gunslinger”!

Here are some shots of the hex map action from the 4 Rounds of the Fall Classic.

Josh Koziura (ProbableKoz on YouTube) took home the Best Painted award with his Mercenaries!

Photo by Josh Koziura (ProbableKoz)

This was my first tournament as a Catalyst Demo Team Agent, and while there are definitely things I would have like to change (like not bumbling through a couple of rules calls), it was still a great first start to getting more regular stuff planned, not only tournaments, but also special events.

After the first of the year, the next step is to organize an Alpha Strike event, and then to get ready to defend my Championship Belt at T-N-T 2018.

There’s so much more exciting BattleTech ahead, `Mech fans!

BATTLETECH Multiplayer Review – A Battle Of Titans

BATTLETECH

It’s certainly taken some time, but as promised in our previous look at the game, I’ve finally found someone to test out the BATTLETECH multiplayer experience. Tony “Deux” Wendover agreed to be my honorable opponent-cum-guinea pig, and we shared a grueling hour-long battle, putting every aspect of BATTLETECH to the test. How’d the game hold up? Read on to find out!

The Setup

We decided to stick with a relatively light engagement believing that it would allow us to get more than one game in (which we were very wrong about, as it turns out). I decided to go with a pair of Centurion CN9-As, a Panther PNT-9R, and a Commando COM-1B as a scout ‘Mech. Unlike in my vs. PC games, I wouldn’t know what my opponent decided to field until I met him on the field of battle.

Setup

Before commencing our duel I took special care to ensure that my Commando pilot had the Sensor Lock skill, as I knew from my previous experiences that it would prove invaluable for long-range combat. Without it, it can be very difficult to exchange fire at extreme range.

I should have known this wouldn’t be as easy as fighting a computer, but this was why I’d brought a dedicated scout ‘Mech.

The drop counter ticked down, and then I was presented with a brand new map as our combat arena. The terrain was basically a rocky desert much like Arizona, filled with buttes and mesas, as well as curious mineral fields that Deux kindly explained to me acted as amplifiers for energy weapons. Not only would the crystal formations make any ‘Mech’s energy weapons more powerful when standing inside them, it also made that ‘Mech harder to hit for the enemy. I tried to keep that in mind as I ran my lance north trying to stay on top of a ridge.

My Commando scouted ahead as it was significantly faster than the rest of my lance. The game gave me a general direction of where my opponent would be coming from, but besides that, I had precious little information until I made contact.

The Battle Begins

As my Commando passed what appeared to be a gas station and approached a butte its sensors rang out with contacts: two light ‘Mechs of unknown type. Excited, I gathered my lance on top of a small hill on the opposite side of the butte and ran my Commando into a nearby forest for cover and so he could keep his sensors on the approaching ‘Mechs.

My enemy must have detected my lance as well since the two blips stopped approaching just as I’d gotten my lance into firing position. I should have known this wouldn’t be as easy as fighting a computer, but this was why I’d brought a dedicated scout ‘Mech. I ran my Commando into a mineral field to the east of the butte and used the pilot’s Sensor Lock ability to identify one of the enemy ‘Mechs: a Panther.

The confidence I’d gained from knowing one of my opponent’s chassis was short-lived, as that same Panther jumped forward and fired its PPC into my own Panther. It struck the right arm and exposed its own PPC to critical hits as all the armor had been melted off.

Missed Panther

I’d thought the jump into combat would prove risky for my opponent as it brought it well within the range of my Centurion’s AC/10 and LRMs, but my return fire proved ineffective as the AC/10 missed wide as did most of the missiles fired.

Then from the west, a mysterious flight of 5 LRMs struck my beleaguered Panther in the side. My sensors hadn’t picked up anything that far out, so it caught me entirely by surprise. An LRM-5 I knew could mean a Shadowhawk or a Vindicator, both capable long-ranged designs. It also left me in a strange position: I knew there was a ‘Mech far enough to the west to be out of range of my sensors, but there were two light ‘Mechs just ahead of me within firing range. I could split my forces as my opponent had, or I could press onward and try to take the light ‘Mechs before they could retreat.

Two centurions in a forest

I decided to press, jumping my Panther forward into a mineral field to get it out of the sights of the mystery ‘Mech and into cover, while my Centurions juked into a nearby forest. Along the way they opened fire on the enemy Panther, again missing with their AC/10s. This would become a theme for the rest of the game.

For their part, the enemy decided to start targeting my Commando that had been using Sensor Sock and allowing the rest of my lance to fire on them. Their PPCs missed, and only a few errant SRMs managed to touch my forward scout. My light ‘Mech then crept forward to continue to bear witness to the enemy when the fourth and final ‘Mech appeared on my sensors behind the butte. I now knew where my enemy was, but I only knew that one of them was a Panther.

LRM raining on Panther

Sensor locking the Panther again allowed my Centurions to fire indirect LRMs as it retreated behind the hill, with around half pocking armor all over the enemy light. One Centurion opened up with its deadly AC/10 and finally struck its target. The savaged panther limped back into cover while my Commando dogged it, while the mystery ‘Mech in the west tried to provide covering fire by lighting off its LRM-5 on my scout, again with most missiles missing.

The tag team of LRM carrying ‘Mechs like my Centurions and a scout ‘Mech with Sensor Lock was proving to be my best asset, and I was loathed to lose it so early in the engagement.

Then, in a surprise move, a second enemy Panther jumped on top of the butte and fired down on one of my Centurions. It managed to do some damage, but the tactic left me confused as it exposed this newcomer to fire from my entire lance. But game mechanics managed to save him as he jumped away before my heavier ‘Mechs could open fire. The enemy Panther took a shot in the leg from my own Panther before firing its PPC at my Commando, pegging it dead in the chest and exposing its center torso before jumping back behind the butte.

With my scout ‘Mech grievously wounded I decided to maneuver him to behind my side of the butte so as to avoid enemy fire entirely. The tag team of LRM carrying ‘Mechs like my Centurions and a scout ‘Mech with Sensor Lock was proving to be my best asset, and I was loathed to lose it so early in the engagement.

A Change Of Tactics

We were once again in a bit of a stalemate, with three of the enemy ‘Mechs on one side of the butte (two of which were certainly Panthers), my lance on the other, and a still unidentified LRM-5 carrying ‘Mech somewhere to the west of me. I decided it was time to move on that mystery ‘Mech and get out of this silly business with the butte.

I kinda wish there was another word to describe it, but it’s too small to be a mesa and too big to be called a hill. Butte is basically it.

Anyway, my paired Centurions began to maneuver to the west while my damaged Panther and Commando stayed behind to keep the enemy at bay. My Panther and an enemy Panther traded fire, with mine ending up the worse for wear, while my Centurions closed to within sensor range to ID the mystery ‘Mech as a medium. No surprise there – Shadowhawks and Vindicators are both medium ‘Mechs.

One of the enemy Panthers exposed itself a little too far around the butte and took fire from my Centurion’s LRM-10 and AC/10 for its trouble, taking its PPC-carrying right arm clean off. Sensing blood I doubled my Centurion’s back so they could continue to wail on the open Panther.

Firing On Griffin

Suddenly, the western mystery ‘Mech decided to make a break for it and managed to get itself close enough to my Commando that I could finally identify it: a rare Griffin GRF-1S. Not what I was expecting, and certainly a tough foe to handle as it was faster and more armored than most of the ‘Mechs I was fielding.

While I was distracted by the Griffin a third enemy Panther peaked around the opposite side of the butte and managed to get a bead on my Commando. The PPC blast took the right arm Large Laser clean off, while the SRMs further damaged what little armor remained on my poor scout.

Commando Arm Blown Off

My Centurions again chased away the encroaching Panther, but not before the Griffin launched a spread of LRMs into my Commando, taking off its other arm. My armless Commando then tried to bury itself into the wall of the butte to save itself and just use sensor lock for the remainder of the engagement.

Frustrated, I decided to take a move out of the enemy’s playbook and jumped my Panther on top of the butte to fire it’s PPC down on its closest foe. The PPC missed, but the SRMs savaged armor all over the previously damaged Panther as well as providing targeting data for my Centurions to rain LRMs from afar. I was also finally able to identify the last enemy light ‘Mech: yet another Panther PNT-9R. 

Panther Shot on Butte

Deux had more tricks up his sleeve. He jumped his previously PPC-less Panther not just on top of the butte, but on top of my own Panther as a Death From Above maneuver. Both ‘Mechs took damage and fell over in some sort of hilarious synchronized dance. Unfortunately, my ‘Mechs were too close to the butte to fire on the toppled Panther, while my opponent’s ‘Mechs could pump fire into my downed Panther. Which they did, destroying it. One ‘Mech down for the good guys.

Panther on Panther DFA

I responded with more LRM fire but my enemy sensed blood in the water. He brought Panthers around both sides of the butte to try and get a bead on my crippled Commando. His Panthers took devastating fire, and I sensed my Commando’s days were numbered. I did what any good commander would and decided to suicide charge my Commando into the enemy, firing its remaining SRM-2 as it went.

Commando Headbutt!

Surprisingly, the Panther’s return fire all missed and my Commando got into melee range, headbutting a Panther from behind. As the Panther turned to face its wily foe it exposed its back armor to my Centurions, allowing me to savage its rear armor and blow off a leg. It fell over, but while I was distracted the Griffin came back into range and fired its Large Laser and LRM-5 at my Centurion. It still had plenty of armor and shrugged off the assault while returning fire with everything it had. Again, my AC/10 missed and only a few missiles and a Medium Laser struck the target.

I was beginning to think my Mechwarriors would need to hit the gunnery range rather hard after this engagement. If they lived through it, that is.

Shin kick

The Panther on top of the butte got up and rained down SRMs but received a battering from my Centurion for its trouble, losing both side torsos and a leg. Meanwhile, my Commando continued to melee attack, kicking the shins of the downed Panther in front of it. Despite some setbacks, things were looking up for our heroes.

That’s when the third enemy Panther jumped on my Commando, killing it.

Dead commando

I was in a bad spot. Although two of the enemy Panthers were little more than hobbling torsos, having lost both arms and a leg, they still had an SRM-4 to fire with and jump jets to continue an aerial assault. There was also a completely fresh Panther and a mostly undamaged Griffin to contend with, while my Centurions were starting to feel a little worn from combat.

I swung my remaining forces wide into a forest for cover while the enemy Griffin and Panther continued to trade long range fire. My AC/10 again missed the mark again and again while the enemy’s PPC never seemed to miss.

Close Range Griffin Combat

In desperation I split my forces, leaving one Centurion to contend with the pack of Panthers while the other hunted down the Griffin. My Centurion pilot managed to finally catch the Griffin in the open, savaging its right torso to the point where it cooked off the remaining LRM ammunition. Unfortunately, it had already spent most of those missiles, leaving too few remaining for an instant kill but still removing the arm and leg. It was almost defenseless, or so I thought.

Down, But Not Out

Meanwhile, the Panther pack had done a number on my remaining Centurion, taking off its AC/10 right arm (not that it was doing me much good). The crippled Panthers were doing their best to hop from one side of the butte to the other, while the mostly fresh Panther on top kept raining fire down into my medium ‘Mech.

Griffin Headbutt

The opposing Griffin proved to still be in the fight as once again a Death From Above maneuver was performed, only this time on my Centurion. Somehow it managed to take off my Centurion’s leg despite the fact it was jumping on top of it, and both players scratched their heads in confusion at the sight. Worse, my Centurion was knocked over, losing precious time righting itself while the Panther pack closed in.

My other Centurion finally managed to kill one of the damaged Panthers, but the pack had closed and was now within jumping range. The remaining crippled Panther jumped on top of my armless Centurion, committing honorable seppuku in its quest for victory. I respected its decision to give its life for the cause but hated the fact it had knocked over my only upright Centurion.

Suicide Panther

A normal commander would have surrendered at this point, but I am no ordinary commander. Even while my Centurions were being kicked and blasted with PPCs, we fought on to the last. My Centurions rose like the mighty gladiators they were and continued to fight back, taking aim at the dangerous PPC-toting Panther but again failing to disarm the deadly opponent. The Centurion tangling with the Griffin also took a point-blank shot with its two Medium Lasers, and despite the fact that they were separated by mere inches one laser shot wide.

Stupid Centurion

In return, the crippled Griffin ducked its head and charged, headbutting my Centurion in the chest and disabling the engine. I was down to a single ‘Mech.

Never give up, never surrender. My remaining Centurion blasted away at the Panther while the crippled enemy Griffin did what the previous two Panthers had and hopped one-legged to within melee range. Overheating, and unable to split my fire between two targets, the Griffin closed to within headbutting distance.

Then the medium ‘Mech bowed, as though honoring its foe, before it thrust its deadly head straight through my Centurion’s chest. I had lost.

Last Mech Down

I was heartened by the fact that there was barely a single enemy ‘Mech between the two surviving chassis, and that each of our engagements had devolved into fisticuffs. Had my AC/10 shots found their marks, it could have been a very different game. Also, I’ve determined that a ‘Mech’s head is actually the most deadly weapon it possesses and will base all my future ‘Mech choices on the size of its metal cranium.

Thanks again to Deux for the delightful game, and I hope to get another one in by the time the next big BATTLETECH patch hits.

And as always, Mechwarriors: Stay Syrupy.

stay syrupy

MechWarrior Online World Championships Second and Third Round Recap

courtesy of mechwarrior.com

It’s been another wild weekend for the Mechwarrior Online World Championship, with both the second and third round of matches having taken place in a whirlwind series of matches that pilots from all over the world battling it out at all hours of the day and night. Our resident Twitch casters must be having a rough Monday since they clearly didn’t get enough sleep last weekend. And who would with such an amazing number of games played between the best Mechwarriors in the world?

Let’s once again recap the weekend’s results and see which top three teams will be flown out to Vancouver to take part in the World Championship Finals.

The first match of the winner’s bracket brings the 228th Black Watch against EON Synergy, the top European team from last year’s championship. In the first game on Canyon Network, Black Watch tried to push through the map’s namesake canyon but lost a ‘Mech to an EON ambush. The early ‘Mech loss snowballed into a blowout, resulting in EON taking the game with 6 machines remaining. In their second game the 228th performed better, maneuvering EON into an ambush themselves on Tourmaline Desert by sending a fast group of Assassins and Arctic Cheetahs to bait EON into the open and picking them apart piecemeal.

Black Watch vs EON -

via piranhagames on Twitch

The third game was a brutal display of skill with EON eventually having three heavily damaged ‘Mechs to Black Watch’s two. It was a nail-biting several minutes as Black Watch went for a resource capture win, eventually emerging victorious with 750 points to 734. Black Watch won the match 2 games to 1 and moved on to face the winner of the Osiriz versus EmpyreaL match.

EmpyreaL had a fairly lackluster first showing against Phoenix Legion last week, coming out the winner but not showing their normal crushing display of power. That all changed when they fought Osiriz on Saturday. EmpyreaL took no prisoners, demolishing Osiriz in both games. Of particular note was an EmpyreaL Huntsman loaded with Streak Missiles that managed to use them to great effect against the Osiriz Wolfhounds. After eliminating their light ‘Mechs in both games, EmpyreaL then was able to outmaneuver and outshoot Osiriz, taking both games without losing a single pilot.

If there was any doubt last weekend as to EmpyreaL’s chances in this tournament it was silenced with this match. EmpyreaL was back, and they are terrifying.

JGx vs RJFS

via piranhagames on Twitch

Our next match saw Russian Jade Falcon Spikes against the First Jaguar Guards. RJFS continued their winning streak in the tournament, controlling both games against the First Jaguar Guards without breaking a sweat. RJFS crushed the First Jaguars in two games, eliminating them from the tournament.

Next up was the Steel Jaguars versus 228th The Wild Ones in a series of close games that showcased both team’s finesse as Mechwarriors. The first game was notable for having a series of airstrikes that totally changed the balance of power, first with a blind SJR strike eliminating a Wild Ones ‘Mech, and then with both teams launching strikes into a melee that saw each team lose pilots. When the dust settled it was down to a 5v5, with the Wild Ones just managing to come ahead in the ensuing firefight.

Wild Ones vs SJR

via piranhagames on Twitch

However, The Wild Ones would drop a heartbreaking second game. After controlling four out of five resource points for much of the game, SJR engaged in a series of firefights that would eventually leave all but one Wild Ones light ‘Mech left and only a few seconds before achieving a resource victory. But SJR managed to catch him in time and secure the win for their second game. By the third game The Wild Ones seemed to lose steam, swinging right into a firing line of SJR ‘Mechs only to be completely annihilated. The Wild Ones head home after their second loss, and SJR proceed to the next round.

The next match brought EmpyreaL and 228th Black Watch together in a clash of titans that could be a preview of the finals to take place in December. The first game began as a gentlemanly exchange of long-range fire until EmpyreaL pounced on a pair of Black Watch Hunchback IICs, quickly eliminating them and an Arctic Cheetah that came to assist. With three ‘Mechs down EmpyreaL was easily able to wipe out the remaining Black Watch machines with little effort.

Empyreal vs 228

via piranhagames on Twitch

EmpyreaL then showed their ability to brawl in the second game, converging on a Black Watch lance in the middle of Tourmaline and coming out way ahead in the close quarters combat, taking the game without a single loss. Once again EmpyreaL shows their incredible talent against one of the best teams in the world, sweeping Black Watch in two brief games.

The Steel Jaguars were hoping to keep their tournament dreams alive as their next game brought them against the European regional champions, EON Synergy. In their first game it seemed like luck was on their side as after losing a series of long-range trades SJR managed to eliminate an EON Hunchback IIC, giving them the early lead. But EON responded in kind by eliminating an SJR Hunchback with their roaming Wolfhounds. Several good critical hits then put EON Synergy ahead, who were able to then eliminate the SJR side with only a few losses of their own.

SJR vs Eon Synergy

via piranhagames on Twitch

In their second game SJR seemed to push very strongly at the beginning but EON saw the power play and pulled back before they could receive any strong hits. From there SJR seemed to go for a resource capture strategy but then again pushed hard right into the EON Synergy lines. However, this time EON was well prepared and met the SJR push with a withering fusillade that took out the entire opposing force. With their second loss SJR was eliminated from the tournament.

Unfortunately the Osiriz versus RJFS match was played at the same time as EON Synergy versus SJR, so I wasn’t able to view both matches. However, I was able to watch a replay, and the first game was a very steady progression of long-range fire turning to short range brawling, with both sides losing armor by the ton. Finally one Osiriz light ‘Mech snuck into the RJFS lines and began to take down machines left and right, leading to Osiriz taking the game.

Osiriz vs RJFS

via piranhagames on Twitch

The second game went in favor of the Russian Jade Falcons in a horrific brawl that saw both sides take massive losses. The third game on Polar Highlands, a very rare map to see, went in favor of the Russians as they pushed into Osiriz early on with the Osiriz warriors responding sluggishly, losing machines along the way. The remaining Osiriz Summoner succeeded in robbing RJFS of their final kill by running out of bounds committing the Mechwarrior Online equivalent of seppuku.

Ultimately Osiriz were sent home after a series of tough games leading to Eon Synergy and RJFS meeting for the second time in the tournament. Eon Synergy took their first meeting, but the Russian Jade Falcons put up a hell of a fight. Will they manage to defeat their rivals in the second match up?

Airstrikes and long range fire defined the first few minutes of their first game, with EON Synergy coming ahead and eventually savaging two RJFS lights. As has been shown so many times in the tournament the loss of your light ‘Mechs early on can be disastrous as it allows your opponent to outmaneuver you while denying any ability to respond.

EON Synergy vs RJFS

via piranhagames on Twitch

EON took the first game easily, but the second game wouldn’t be so simple. RJFS changed tactics, bringing an aggressive lance of Linebackers and Executioners to quickly ram into EON and force a firefight. At first it seemed to work, getting four quick kills for only two losses of their own, but the tide then turned in favor of EON Synergy as the armor of the RJFS machines began to fail. With the final RJFS ‘Mech falling they were eliminated from the tournament losing once again to EON Synergy.

With the elimination of RJFS, we have our remaining three teams to meet in Vancouver at the World Finals: EON Synergy, 228th Black Watch, and EmpyreaL. Two of these teams are veteran World Finals contenders, while Black Watch are making their first appearance on the world stage. But will either team have the strength to overcome EmpyreaL, who seems to have once again become the unstoppable juggernaut they were in the previous tournament?

Top 3 teams

Find out at the Mechwarrior Online World Championships this December 9th in beautiful downtown Vancouver Canada, where your very own Sarna reporter will tweet you the live play-by-play.