Tag Archives: BattleTech

An Interview with Jordan Weisman at GenCon 50

So yeah, this one is coming is pretty late. I do apologize to the readers out there. After GenCon got really hectic for me professionally, and, well, it is what it is. 

At this point, the game has progressed a bit past the improvements of the then new patch that Jordan and I discussed, so I’m going to re-tool my original interview to be my impressions of the interview and of Jordan and what we talked about. 

GenCon 50 has come and gone. Wow. I have to pause and let that sink in every year.

I spend the better part of six to eight months in a year planning for and making sure that I get everything in my professional and personal life squared away in order to make sure I can make it to GenCon.

Now, that’s not to say that I do so at the peril of myself or those around me. No, GenCon is for me that one time of year when I don’t have to explain anything about what I do professionally or for fun to anybody. Everyone there understands it. So I tend to make sure I can go.

With the Post-GenCon Recovery Period (I swear it’s a thing!) still affecting some of us (mostly in the finance region), I need to take the time to share some key aspects of the experience. In particular, I want to share with you all the hour of time I spent talking to Jordan Weisman, creator of BattleTech and one of the heads of Harebrained Schemes, about the new computer game version of BattleTech.

A note on how I am going to reflect on this time. My recording app malfunctioned during the actual interview portion, so I only have the notes that I took from the interview. As such, I won’t directly quote Weisman unless I wrote down his exact phrasing.

First, BattleTech had a huge development release the day that I spoke to Weisman. They had just released the first multi-player backer beta build for the game, so the Harebrained booth was abuzz with fans playing the new version as well as many people standing around to watch the action on the screen, stand behind their friends, and just chat about BattleTech in general.

I met Jordan Weisman a little before our interview, stopping by to verify the time, and he said he was looking forward to sitting down, playing a round of the new release, and then talking!

Wait.

What?!

I was going to get to go head-to-head against Jordan Weisman in BATTLETECH?!!!!

I was already excited about the interview itself, but finding out I’d get to actually play a game with Jordan Weisman was icing on an already delicious looking cake.

So, the time came, and we sat down to play. We selected out Mechs and dove on in. My experience with the BattleTech Beta at that point had been in the 10-12 hour range, so I knew I was at an extreme disadvantage going up against Weisman.

I was right.

The following thirty minutes was a whirlwind of back and forth not-quite-trash-talking as I sent my Lance in hard and fast….straight into the wall of strategy and effective tactics that was Weisman’s way of war. My Lance got picked apart one `Mech at a time, and it was glorious!

After his pyrrhic victory, Weisman humbly asked if I’d enjoyed it, and of course I did!

Because I foolishly didn’t fanboy hard enough, I don’t have a selfie with Jordan Weisman for the article! This will have to do. Weisman is seen here showing off the Kickstarter flight jacket reward.

So then we sat down and talked about the game, much of which is old news at this point. But the highlights that remain with me can be summed up in a few points.

  • The BattleTech community is great, and Weisman and Harebrained love every bit of interaction they get with us. They live off of our energy, and then they give it right back us in the best ways possible.
  • The next phase for Harebrained and BattleTech in general is what Weisman called “outreach,” continuing to get the word out, and the established community is a huge part of that. Harebrained want BattleTech to find every gamer and to read out beyond the pull it has now to get even bigger.
  • Now that the core mechanics of the game itself are established, there’s still much more to do in the way of developing the story, lore, and the extended campaign. Even though we’re a couple of months down the road from when I spoke to Weisman, I know they’re still hammering away at making the campaign the best experience it can possibly be.
  • There is nowhere else that Weisman and his team would rather be than right where they, making BattleTech. They’re pumped up. They love our excitement for the game and universe, and they look forward to much more BattleTech in the future.

For me, this short game and talk with Jordan Weisman will be one of only two or three stand-out moments from GenCon 50 that I know I will keep in my memory for many years to come.

It’s not just a fanboy moment. I mean, yeah, it’s a little bit of that, but it’s also more. Jordan Weisman’s enthusiasm for BattleTech is amazing, and that really has kept me charged up for everything to do with the game(s), on the table and on the screen.

Thank you to Jordan Weisman and Harebrained Schemes for working to bring us this amazing gaming experience in our favorite universe. We look forward to its release, and hope for more after it!

Crossing Generations

Most of the games we play in real life are big for a while on release, and then that’s it.  They die down sooner or later.  There are a lot of reason a game fails to make it long term.  Maybe the people who played the games turn to others.  Perhaps the game never sold copies to make money.  Sometimes the company goes out of business despite that product being good.  Other games replace them in the mind’s eye.  For whatever reason, we’ve seen lots of games come and go.  Many of my favorite games, like HeroScape or Middle Earth: Collectible Card Game (ME:CCG) are done for – I’ve given up playing any more, which is real sad as they were quality games.  But the company mismanaged it, or the game went out of style, and I’m now looking back and wondering what could have been.

Luckily BattleTech is still trucking along!

tocover_final-copy

A few games have endured the test of time.  But you never know which is going to hit lightning.  Take Dungeons and Dragons as a good example.  No one knew how big that was going to end being.  The same is true of Magic:  The Gathering or Warhammer.  They are here for the future, and aren’t going anywhere.  Recently we saw World Champions in Magic who are younger than the game they are playing!

One major secret to these games’ longevity is that they crossed generations.  I was playing Magic back in 1994 when it was new on the scene.  And I’m still playing today.  Most of the people who played back then have left the game, but that’s fine.  Many others have joined.  And when I walk into a tournament, I’m often one of the oldest people in the room.  Magic crossed into the younger generation, and it will last.   On the other hand, I picked up Dungeons and Dragons in the late 1980s – 1988 to be precise.  Almost 12 years after it had been introduced.  I was one of the newer generations of players who was brought to it by older players.  And now there are players 20 years older than me and 20 years younger than me and its spread across one generation to another.  It crossed generations.  Shoot, I know four students at my small 1250 strong college down here in Mobile Alabama who play Warhammer: 40000 on the weekend.  Generation crossed.

So where is BattleTech?

Has it crossed generations enough to sustain itself in perpetuity? Or is it continuing with the people who came to it in its heydays back in the later 1980s and early to mid-1990s (like me, who came to it in late 1992) when it was at its peak?

I don’t know. I haven’t played a lot of real life BattleTech in a while – since I was in Philadelphia for a year back in 2012.  Mostly it’s online for me with MegaMekNet and other variants of the MekWars client online.  I know the folks there tend to my own levels of experience and age.  But that could easily be a self-selecting subsection of the overall community.

I love BattleTech.  And I don’t want it to end.  I don’t want it to be my next ME:CCG, lost to the mists of time.  Hopefully, the new video game will help to put it on the map of more people, much like the MMO MechWarrior: Online hopefully has.  And I would love to see a BattleTech real life movie that could really push this thing.  There’s a lot of appreciate with it.  Could you imagine if this became as big as Marvel right now?  Wow!

For now though, I wonder if we are in a good place moving forward.  Any idea from what you see?   Your games?  The people who you interact with?

Are You Heading to Mech_Con?

On December 3rd, over in the Commodore Ballroom in Vancouver, Canada, Piranha Games is hosting a day long BattleTech and Mechwarrior themed convention.

A variety of events and fun stuff is planned.  Many guests from various community members and companies are planning on attending, such as Jordan Weisman and Randall Bills or online media personalities from Twitch and such.

Mech_Con

In the best traditions of the Solaris VII Games, one of the headline events is the first World Championship of MechWarrior Online.  Don’t you want to establish dominance and win that trophy?

Hey look, everybody knows that we don’t always get a chance to flip some dice and push around metal the way it was meant to be in real life.  I’m playing online with stuff like MegaMek.  So, getting the chance to play live with real enthusiasts, purchase stuff from live vendors, get some autographs, and rub noses and talk shop with with all of you folks is a great opportunity.

So what about you?  Are you heading over?  Why not check out all of the information they have to see if you are interested in getting your ‘Mech on, Vancouver style!

Pack Hunter vs. Solitaire – Strength in Numbers, Army of One

In my previous “vs.” article, I compared two second line BattleMechs, the Rabid Coyote and the Ursus. You can find that article here if you would like to read my analysis on the match-up.

In this installment, we again take a look at a pair of second line Clan BattleMechs, but these two are very different from our previous subjects.

When thinking about Light `Mechs, two images usually come to mind, at least for me. The first is of the stealth loner type scout, bravely attempting to get as close to the enemy as possible, even going behind enemy lines, in order to secure precious intel about troop movements, supply lines, and personnel locations. This lone ranger scout seeks out the weaknesses of the enemy and exploits them with brutal efficiency.

The other type of scout that comes to mind is the kind that searches and destroys vulnerable enemy targets in a small group. These scouts rely on gang-up tactics and misdirection to get the job done, working in highly coordinated teams to secure strategic kills, usually performing specific hit & run style strikes meant to pinpoint a specific target.

When juxtaposing these two types of BattleMech scouts, it is not hard to literally find the names of two `Mechs that not only resemble the concepts, they are named for them. The two BattleMechs we will look at in the context of these roles are the Pack Hunter and the Solitaire.

Perhaps not as well known or loved as other Clan favorites like the Dasher (Fire Moth) or Koshi (Mist Lynx), these second line designs come from an era when the Clans were still learning how to co-exist their Inner Sphere neighbors, adapting their toumans to be able to handle the myriad tactics that the Inner Sphere employs to get the job done no matter what.

But before we compare and contrast these Light hunting machines, let’s get to know each machine a little better.

Pack Hunter

Just out for a morning patrol and…holy crap, what’s that thing?!

The Pack Hunter would likely be considered an impressive effort regardless of the circumstances of its design and production. The first collaboration between Clan Wolf-in-Exile and their Arc Royal hosts, the Kell Hounds, the Pack Hunter was meant to be a test best for production capabilities, enabling the Wolves-in-Exile to work out any major problems with Clan technology before moving on to an OmniMech design. The project was a success, with the first production units rolling off the lines in 3059.

Matching superior speed and mobility with a single, hard-hitting weapon system, the Pack Hunter exists on a simple design philosophy. That being that light, fast, hard to hit BattleMechs can succeed in engagements with both Inner Sphere and Clan forces.

The design faced very few notable production problems and hit the field very quickly after its development period. During testing, it was found that as little as two Pack Hunters could demonstrate a clear danger to even a massive Dire Wolf, and the BattleMech is usually found deployed in teams of two or more.

Even under the Clans’ ritual rules of zellbrigen, the Pack Hunter is able to team up with its mate to take on a heavier opponent without the dishonor of breaking the traditional one-on-one combat doctrine. Working “around the rules” in this fashion had led to many Clan opponents wishing they had not agreed to the terms of the engagement.

A simple, efficient, and long-lasting design, the Pack Hunter has seen at least three variants put into production as well as receiving a second incarnation, the Pack Hunter II, during the Jihad and into the Republic era.

Armaments and Capabilities

The Pack Hunter exemplifies simplicity in its design and equipment, all packed into a tidy 30 ton chassis. Armed with only a single Clan Extended-Range Particle Projection Cannon, mounted in its right torso, the `Mech is built on an Endo Steel chassis and protected by four tons of standard armor. Its standard engine allows the Pack Hunter to move at a stop speed of 119 kph and adds to the BattleMech’s durability and affordability. Rounding out its equipment are enough jump jets to jump 210 meters.

Even without a complication array of weapons and equipment, the Pack Hunter‘s extreme efficiency has been proven on the battlefield since day one. Its frequent deployment in pairs is one of the most interesting developments with this BattleMech, as it heralded a slight shift in the Clans’ usually strict adherence to single combat.

Solitaire

Hey, is that a new Pack Hunter? Thor and Odin! No blast that large comes from a Pack Hunter!

That this BattleMech exists might be a bit of a small marvel in itself. The characteristically austere Clan Diamond Shark is not known for creating a BattleMech that literally takes every opportunity possible to make itself more expensive to produce. Yet, the Solitaire still rolled off the production lines and to roaring success to boot.

This blazing fast light BattleMech has few equals in terms of mobility, despite its lack of jump jets. Light Mech pilots in both Clan Diamond Shark and Clan Ghost Bear scrambled and competed to get a hold of any <em>Solitaire</em> that became available as soon as theMech was released.

Tactically, the Solitaire is deployed as a solo killer, stalking ahead of its unit to pick off any opponent that has strayed just a bit out of formation. With the firepower to threaten even most assault BattleMechs, especially when attacking from behind the larger machines, the Solitaire is highly effective when used as a backstabber and an assassin.

When the Solitaire entered production in 3064, the vast majority of units went to Clan Diamond Shark’s Spina Galaxies. Shortly after that, large numbers of Solitaires began to appear in second line units in the Ghost Bear Dominion. Apparently part of a large trade deal, linked either to the Diamond Shark’s help of the Ghost Bear’s earlier relocation to the Inner Sphere or for some unknown future consideration. Clans Cloud Cobra and Ice Hellion also showed interest in the BattleMech, but after the Wars of Reaving it is doubtful that the design would be found in the Clan Homeworlds in any significant numbers.

Armaments and Capabilities

Coming in at 25 tons, the spry Solitaire would not have been near as impressive of a machine if Clan Diamond Shark had cut any expense in its production. Based on an Endo Steel chassis and protected by four and a half tons of Ferro-Fibrous armor, the Solitaire is just about as sturdy and as protected as a Mech of its size can be. The real defensive piece is its Model SF-25 XL engine that allows a top speed of 162 kph. However, it is the chosen armaments for this BattleMech that make it stand out. Boasting one Heavy Large Laser, two Heavy Medium Lasers, and one Heavy Small Laser, the <em>Solitaire</em> is nearly unmatched in its weight class in terms of pure damage potential. The limiting factor for thisMech lies in its ten double heat sinks, making an Alpha Strike attack quite a toasty proposition.

Able to hit hard and fade away quickly enough to cool down, the Solitaire is one dangerous machine in the right hands. To date, the Solitaire has only one variant, which drops one of the Heavy Medium Lasers to add a MASC system. If the Solitaire is not fast enough for you, the Solitaire 2 might be the `Mech for you.

Head to Head

As with the previous contest, these two BattleMechs represent different takes on fulfilling the same battlefield role. The idea of these two `Mechs meeting on the field is one that makes me scratch my head a little.

Strictly speaking, I would imagine that Pack Hunter and Solitaire pilots would do their best to avoid one another on the battlefield. Each chassis is better designed to hunt down heavier BattleMechs than to hunt one another.

Click the picture to visit Iron Wind Metals’ Pack Hunter page.

But for argument sake, let’s take a stab at figuring out some possibilities should the two meet on the field and have no choice but to engage one another. For the purposes of this comparison, we will explore a 1v1 scenario and dismiss that Pack Hunters usually show up in pairs (though I will devote a few sentences to that scenario a little later).

Terrain may or may not be a factor in this match up. While the Pack Hunter‘s jump jets give it a slight edge in being able to ignore certain terrain types, the sheer speed of the Solitaire helps the lighter `Mech keep its own advantage, as long as the terrain is not wide open.

So the first part of the engagement will be advantage Pack Hunter simply because it will be able to open fire probably one turn earlier than the Solitaire, thanks to its ERPPC. Any ERPPC hit to the Solitaire‘s arms will rip it off clean and even lend some splash damage to the corresponding torso. A leg hit will not take out the Solitaire by itself, but it could help to cripple the lighter `Mech if a critical hit is scored.

Assuming the Solitaire can survive long enough to get into long range with its Heavy Large Laser, the battle gets a bit more interesting. Any hit from the Solitaire‘s main weapon will outright destroy any of the Pack Hunter‘s locations, save the Center Torso. Also, because the Pack Hunter only has a single weapon, if that happens to be to the Right Torso (or even the Right Arm in some cases), then the Pack Hunter might as well call it a day.

Click the picture to visit Iron Wind Metals’ Solitaire page.

From there it gets to be a worse proposition for the Pack Hunter, as the Solitaire can use its superior speed to further close the distance to bring its Heavy Medium Lasers to bear. At that point, the multiple hit capability of the Solitaire begins to exact a heavy toll on the Pack Hunter‘s chanced for survival.

One thing to point out here is that the Pack Hunter will benefit from better To-Hit numbers in almost every case, down to a range of 3 hexes. This is a good advantage and should not be overlooked. While it should also not be counted upon to make a huge difference, the advantage exists nonetheless.

So in most 1v1 situations, barring a lucky hit, I think I’m going to have to give the contest to the Solitaire. The speed advantage of the lighter `Mech does a lot to mitigate the range disparity between the two, and the Solitaire also boasts slightly more armor protection, which can make the difference when taking leg hits, thus keeping mobile and in the fight. While the Pack Hunter is more durable thanks to its standard Engine, losing its one weapon system is in most cases just as devastating as being destroyed.

Side Note: I promised I would address this, so here it is. I’ll have to give the engagement to the Pack Hunter if there are two of them. It’s simple a reorganization of the tactical situation. In a 1v1, the Pack Hunter is playing the Solitaire‘s game. Conversely, the 1v2 situation is more than just being simply outnumbered. It is a changing of the scope of the battlefield in a way that brings the Solitaire in the Pack Hunters‘ arena. A clever Solitaire pilot might still come out on top of a 1v2 scenario, but the value of two `Mechs working together is most often greater than the simple sum of the whole.

Final Thoughts

Both of these BattleMechs are amazing at what they do. They’re not completely dissimilar, but they’re also not really the same. Side by side, I would personally take the Solitaire, but I will caveat myself by reminding you that I’m a Ghost Bear player primarily. I have nothing against the Pack Hunter, however, and would not feel cheated or under strength if I had one or two in a Star. Raw BV aside, either situation can easily win back double or more its points.

As far as deployability, the Pack Hunter and its variants, including the Pack Hunter II, has found its way not only into the forces of Clan Wolf-in-Exile and the Kell Hounds, but also into pretty much every other Clan, Mercenary forces, the Republic, and several Houses. Widespread and valued for its capabilities, the Pack Hunter will continue to be a familiar sight on the battlefield for a long time to come.

Conversely, the Solitaire has experienced a rather limited breadth of varied deployment, seen only in the toumans of Clans Ghost Bear and Diamond Shark/Sea Fox even into the 3140s. I do not believe that this means that other military organizations have found fault in the design. Instead, I believe it is reflective of Clan Sea Fox’s continued efforts to keep the design as exclusive as possible, sharing the expensive BattleMech only with its Ghost Bear allies.

Want to Know More?

If you want to know more about either the Pack Hunter or the Solitaire, check out the reference materials listed below:

BattleTech Technical Readout: 3060 on BattleCorps, DriveThruRPG, or Amazon
BattleTech Technical Readout: 3067 on BattleCorpsDriveThruRPG, or Amazon
Pack Hunter on the Master Unit List
Solitaire on the Master Unit List

Want to see me continue to compare BattleMechs? Suggest a new pairing in the comments, and if strikes my fancy I just might write it!

My Favorite Technical Readout

You wouldn’t think it by looking at me.  I love BattleMechs and smashing with the big guys.  I’m not a power armor or tank or anything else enthusiast.  I adore the big heavy sluggers of the battlefield.  That’s why I’m playing BattleTech and not something like Warhammer.

So why?  Why is my favorite Technical Readout the Vehicle Annex?

My Favorite Cover Art!

One of my favorite aspects of early Technical Readouts like Technical Readout: 3025 and Technical Readout: 2750 is the ability to include things like support vehicles and other important battlefield concerns.  I want stats on a MASH Support vehicle or an Ammo Carrier.  Because these things matter.  If I land one extra DropShip of stuff for a campaign, how many tons of J-27 Ordnance Transports can I fit?  How much ammo do I have available to me?

Frankly, I’ve long wanted this area of the Inner Sphere to be fleshed out.  We have a lot more ‘Mechs, Tanks and such in the various TROs through the ages than the good old support vehicle.  And we need more.  We need more conventional fighters.  More transports, and such.

And that’s why the Vehicle Annex is amazing as a piece of work.  It’s just satellites, IndustrialMechs, cars, trains, airships, planes, and so much more.  It’s so loaded down with great stuff that there always seems to be another strong entry on the next page.

I also love mining this for adventure ideas.  I loved the CattleMaster so I had a rebellion on a ranching planet that a conventional mercenary force had to put down a ton of these CattleMasters.  In another area we had a bunch of riots in a city that were causing violence and fires.  In addition to the normal responders like some infantry and tanks, we had two Cellco Rangers, one Saurer-Bucher Fire Engine, and a trio of Kressly Dillinger Police Vehicles.  Fun stuff!

It also adds a massive amount of options for the actual battles.  How many times are you fighting in a construction area?  If it’s like me, it’s pretty common.  And now we have stuff like dump trucks or a pair of LoaderMechs to toss in and make bystanders.  After all, having some hastily abandoned dump trucks could provide combat options for infantry or others.

At the end of the day though, in addition to great combat options, I feel that the Vehicle Annex is a massive flavor win for the universe.  From the great cover by the lost-before-his-time great Doug Chaffee to the awesome details on things like passenger trains we have it all.  Welcome to the Inner Sphere!

So do you have it?  What do you think of the Vehicle Annex?

Where Are The Bouncers?

Green Birds and Ham

In my copy of the Jade Falcon Sourcebook, it talks about the various battles of the Falcon Corridor of the Clan Invasion.  Many of these vignettes are just quick little paragraphs about the fall of an entire world.

On Page 36 it discusses the fall of Alkalurops to the ongoing Clan Assault.  And the results are very simple.  The planet is going to fall.  In addition to the local militia, there is the Bouncers, a combined arms regiment there defending.  The major cities and trade of the area is taken very quickly, but much of the outer-lying areas, as well as the Dravinna Vale will remain in the hands of the defenders, including most of the Bouncers.

And then, that’s it.  The Sourcebook says:

Just days after the planet’s surrender, these forces formed organized and effective resistance, attacking the invaders near the ore-processing factories of Dravinna Vale, using the valley’s perpetual fog to cover their activities.

That’s it. We know the planet falls.  We know it’s under the command of Falcon, but I’ve always wondered what happened to The Bouncers.  Did they evacuate?  How successful was the campaign on the planet?  I don’t know.

We know that numerous mercenary units were destroyed in the Clan Invasion, such as the 12th Star Guard.  So The Bouncers could have been destroyed.  In my campaign I have them cut down to less than half their force, get off-world, and then begin to rebuild with other contracts out in the Chaos March.

But I’ve always been obsessed with The Bouncers. What happened to them?  Where are they now?  Who were they?  What’s their history?  A regiment, even a mixed one, is not a small force, so how did they become The Bouncers?

And that’s one of the great things about the BattleTech universe.  There’s always something out there to grab a hold of and make it yours.  The huge sprawling universe is such a large, extreme place.  And while there is a lot of definition here and there, there’s a lot more to consider and run with.  A lot more decisions.  And little passing phrases here and there to tantalize them.

So what is your little obsession out there?  Is there a unit, a planet, a group, or something else to tantalize you?  Something that’s always been out there, with just a hint of information to intrigue you?

Who are your Bouncers?

Campaign Operations: First Look

Campaigning in Style since 2016

Campaigning in Style since 2016

Well that was fast!

After Interstellar Operations was being written for years before release, the next Operations books came quickly after.  Welcome, to Campaign Operations.

I’ve always wondered if other players play Campaigns as much as I tend to.  My playgroups, interests, games, and more are invariably part of an ongoing campaign.  It’s important for me because when I see the actual results of campaigns, folks play more realistically.  If you have a company of BattleMechs for a campaign, you might be more inclined to jettison one that’s critical in four spots, missing its right arm where the main weapon was, and just had a blasted hip actuator and is reeling.  You can save the unit by ejecting now, and then grabbing it post-battle, and just fix some internal stuff, rearm and re-armor it, and then grab a spare arm to weld back.  You might have to make some changes with weapon payload or something, but the unit is saved for later battles if you can salvage it.  A unit with both an XL Engine and CASE will just shut down when an ammo explosion destroys your left torso, not be destroyed.  Sure, it may not matter on the battlefield right then and there, but it’ll matter later for sure when you salvage it.  Folks are playing smart, long-game warfare, and worried about things like infrastructure, materiel, and support.  Campaign BattleTech supports a realistic form of warfare.

It’s rare that I don’t play some form of campaign.  They make me.  They invest me.

So it’s odd to me that we haven’t had a lot of Campaign stuff in a lot of more Core works, even heading back to earlier editions of the game.  We often have to wait for Campaign rules.  Now, we had some good ones sprinkled around in Tactical Operations and a few more rocking Strategic Operations with linked scenarios and such.  But it’s nice to have a new book that’s really focused on my zone of interest.  So hopefully there’ll be a lot of stuff here that sells me.  Now, there are still some things that are missing that I’d like help with as a GM of campaigns.

Take the industrial side of the Inner Sphere.  We know that there is a cozy relationship between the Military and Industrial complexes out there.  So how much would it cost to retool a Mechline to a new one with new technology?  What does that require?  So in a campaign, if I have a mercenary group with a good relationship with a particular company, how much would be needed to get your own ‘Mech design made?  Or how much to simply reconfigure a current line?  How about tanks?  And similarly, lots of missions will have units head out for stuff of an industrial nature.  “Hit that convoy!”  “Take out that construction group before they can finish building their defenses!”  Stuff like that.  How much money is salvaged from ferrocrete?  How about a few tons of industrial equipment?  If my mercenary unit is being charged for damages to local infrastructure, how much does it cost for various repairs?  TacOps has some of that, sure, but there’s a lot more out there I wonder about.

So I kept hoping that a Campaign-based rulesbook will talk about things like costs of military units to make, tooling factories, industrial finances, stuff like that.  But that still hasn’t really made it to the level I like.  Ah well.

Meanwhile we have a full-on Campaign Operations!

So what’s next?

Well you have the latest edition of rules like force creation and contracts.   Everyone has to get their Objective Raid on, right?  Buy some land.  Build a base.  And pretty much set up some shop.

And then skip past that for some formation building, and even some special pilot abilities.  Now I have to be honest.  I don’t have perfect recall by stretch of the imagination at all.  But there are abilities here I don’t remember in other products, like the Fist Fire ability that lets you fire weapons in the hand of a melee weapon (or punch) at the same time and hitting the same location the physical weapon hits.  And then we have stuff on conversions and campaigns for Chaos Campaign and Inner Sphere at War stuff.  And don’t forget solar system generation either.  I remember Beta Testing that for Interstellar Operations a while ago, but that was never included in it, and this is a lot more robust than other systems we had before.

So there’s a lot under the hood here to mention. Good stuff on my first read through, and I’m excited to try the new versions of some old rules, and new stuff as well.  Fist Fire away!

So the main question then is what are you looking for?  What excites you?  What’ll be the first thing your playgroup tries out?

Your Favorite IS BattleMechs from 3067

All Along the Civil War

The Civil War between siblings is over.  Much of the Inner Sphere rests in a very tentative, damaged, and brutally won peace.  And it stands on the threshold of oblivion.  War-torn and battle-weary.

Hey look, we all care about tanks and aircraft, infantry both powered and conventional, and more.  But at the end of the day I don’t keep coming back to this game year after year after year for the small stuff.  I’m here to smash BattleMechs together!

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A Year of Alpha Strike – 2016 Leader Board, Week 6

My local group is partaking in a year-long Leader Board for 2016.

Week 6 of the 2016 season kicked off Quarter 2, as players met on Saturday, April 16 for another round of quick and bloody ‘Mech action.

Four players descended on the battlefield that day, including a new player who sported the colors of Clan Sea Fox.

The Forces

Due to the nature of this Week’s scenario, players had the option of bringing two rosters, one for Attack and one for Defense. Not everyone did so, but the option was there.

Clan Sea Fox

Our new player, representing Clan Sea Fox, came prepared for battle with a force of OmniMechs that showed off what a front line Clan force should look like.

Over a Star of Clan Sea Fox OmniMechs descended on the League.

Over a Star of Clan Sea Fox OmniMechs descended on the League.

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A Year of Alpha Strike – 2016 Leader Board, Week 4

My local group is partaking in a year-long Leader Board for 2016. In cased you missed it, here’s Weeks OneTwo, and Three.

Real life travel has delayed the Week Four report until now, and as such much of my memory of the Week 4 games has faded. I do, however, have army lists and the game results, so I will try to fill in the details the best I am able.

Week 4 of the 2016 Leader Board Season was played on Thursday, February 18.

The Lists

Clan Sea Fox

A wild Clan Sea Fox Star has appeared!

A wild Clan Sea Fox Star has appeared!

The Mercenary player decided to shake things up a bit and introduce a new force. The rules of the Leader Board do not prevent this, so he took to the field with a Grand Summoner, a Karhu, a Mad Cat Mk III, a Cave Lion, and a Tiburon. All units were at Skill: 3.

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