Showing posts with label Battletech. Show all posts
Showing posts with label Battletech. Show all posts

25 January 2019

Book Review -- Mechwarrior Dark Age: Pandora's Gambit

Pandora's GambitPandora's Gambit by Randall N. Bills
My rating: 3 of 5 stars

A short review of this one. Like a lot of genre fiction, this one just goes through its paces. It's pretty pedantic and even boring. It does give some insight into the power struggles going on in the Dark Age between the different Marik factions, but that's not enough to recommend. What little action there is is tedious and not exciting. I do give it three stars, because it's not that bad and the information is useful to some extent; it's just not great.


View all my reviews

11 April 2013

Upcoming Changes in the Blog

A quick post to say that I'm really enjoying my second time working on the A-to-Z Challenge. Last time (2011) I participated in an attempt to become a more frequent blogger and, after the challenge , I fell back into my habit of posting every three months or so. I have determined that the problem is a lack of structure. Therefore, I am announcing that I will now have three themed days a week on which I will post.
 
 
 
First off, leading the charge is Fantasy Monday. This could be anything from book or movie reviews or ruminations on whatever fantasy RPGs are catching my fancy at the time. this is could be AD&D, B/X, DragonQuest, Hackmaster, whatever. It might even include urban fantasy such as the works of Charles de Lint or Kim Harrison or games like Vampire: The Masquerade.
 
 
 
Next up for midweek I'll post on Warhammer Wednesdays. Not, not the bloody miniatures game that changes rules every two years, but the original, first edition RPG. This is a game that I have not run or played in years, but it is still a game that I hold close to my heart. Maybe I'll be able to convince my gaming group,  CLD, to give it a try.
 
 
 
 
Now, having said that Warhammer Wednesday will focus on the FRP, occasionally a post about my DIY WH40K Marine Chapter, the Blood Cross, might pop up. So, be prepared for that eventuality. :)
 
 
 

Finally, I'll end up the week with Sci-Fi Friday! Like fantasy Monday, this will be a hodge podge of reviews, thoughts about RPGs or MMOs, whatever catches my fancy or attention that day. Expect to see Mutants and Masterminds, Villains and Vigilantes, Battletech, Stars Without Number, Traveller, SWTOR, and many other topics on this day.
 
Of course, my AD&D theme for the A-to-Z challenge preempts this and I plan on starting up on 01 MAY 2013 with my first Warhammer Wednesday post. I can't wait. :)



08 August 2012

[Battletech] Marian Hegemony: The II Cohors, IV Legio Comitatensis REDUX


Ok, I was crunching numbers again (does it ever stop?) and decided that I had a mess on my hands. As cool as the idea of a completely AC-using unit was, I had speeds and ranges all over the place. Plus, the poor little Hunchback was just along for the ride!

If you want to see the previous incarnation, it is here.

My supposition is that the Marian High Command has decided to fill out the TO&E post-Jihad but to keep its peculiar vehicle-heavy formation as an experiment (and a cost saving measure, as well). There are no infantry units listed  becuase each legion has an attached Auxiliary Legion from which the infantry assets are drawn (and to fully fully developed at a later time).

Note also that anything with a * is a mech I own. The others (mostly vehicles) I need to purchase.





II Cohors Tempestas of the IV Legio Comitatensis (35112 BV)


I Manipulus Grandines (12670 BV) 

I Centuria (5961 BV)
1. Orion ON1-M (1414)*
2. Thunderbolt TDR-7SE (1809)*
3. Centurion CN9-A (945)*
4. Vindicator VND-1R (1024)*
5. Panther PNT-9R (769)*

II Centuria (6709 BV)
1. Wolverine WVR-9M (1617)*
2. Ghost GST-11 (1244)
3. Griffin GRF-1N (1272)*
4. Shadow Hawk SHD-5M (1430)*
5. Dervish DV-6M (1146)*


Completely shuffled with some new designs. The I Centuria has a 4/6 movement profile, the II Centuria a 5/8 (except for the Ghost which is 6/9/0). The ACs are spread around so if I use specialty ammo it's better utilized.


II Manipulus Vertex (7459 BV)

I Centuria (3705 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Gladius Hover Tank (586)*
4. Gladius Hover Tank (586)*
5. Kanga Hover Tank, AC (744)*

II Centuria (3754 BV)
1. Locust LCT-1V2 (568)
2. Fulcrum Hover Tank (1167)
3. Saracen Hover Tank (673)
4. Saracen Hover Tank (673)
5. Saracen Hover Tank (673)


III Manipulus Fulgur (7286 BV)

I Centuria (3709 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Pegasus Scout Tank (640)*
4. Pegasus Scout Tank (640)*
5. Pegasus Scout Tank (640)*


II Centuria (3577 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)
3. Saladin Hover Tank (596)
4. Saladin Hover Tank (596)
5. Saladin Hover Tank (596)


Mixed up the centuries in these two maniples. The range bands work together better.

And we still have Big Bertha (the punishment Kanga).


IV Manipulus Boanerges (7697 BV)

I Centuria (5641 BV)
1. Awesome AWS-9Q (1875)*
2. Shrek PPC Carrier (935)*
3. Shrek PPC Carrier (935)*
4. Heavy LRM Carrier (948)*
5. Heavy LRM Carrier (948)*

II Centuria (2056 BV)
1. Warrior VTOL H-7A (292)
2. Warrior VTOL H-7A (292)
3. Warrior VTOL H-7A (292)
4. Karnov VTOL (Periphery) (590)
5. Karnov VTOL (Periphery) (590)

The only change here was moving out the Panther in I Centuria and replacing it with a -9Q Awesome (thank you, MUL design people!). Now I Centuria can throw out PPC x10, LRM-20 X 8, and ECM! The Awesome is named "Maximus." That's "the best" in Latin and is a reference to Zeus's Roman title of "Jupiter Optimus et Maximus." 



10 May 2012

[Battletech] Marian Hegemony: The II Cohors, IV Legio Comitatensis

Well, I'm working on painting up a whole Marian Legion. Here's the TO&E for what I'm currently working on: 40 vehicles and 'mechs. This is my snapshot of the Legion's Second Cohort as of 3085. Prior to the Jihad, the IV Legio had already been through the meat grinder and the II Cohors was down to 1 full maniple of Mechs (2 centuries of 5 mechs each). The other maniples had "light recon" mechs with the centuries filled out with vehicles, especially Saracens and Saladins. The IV Legio is described throughout the different books as a fast response unit that prefers hit and run tactics. It weathered the Jihad fairly well and made it through with 85% strength; by 3085, it's listed as 105% of strength.


Most of the mechs in the entire legion are old school designs. By canon, only 15% of the 'mechs have been upgraded. It is unclear to what level. For instance, is a 3050 variant an upgrade or not? I have erred on the side of caution and only 3 mechs out of the 15 are "modern" (defined as 3050+ designs). Also, the numbers are a little higher becuase the II Cohors is listed as a "reinforced" cohort; I've added a "combat support" maniple (the IV Maniple).


My supposition is that the Marian High Command has decided to fill out the TO&E but keep its peculiar vehicle-heavy formation as an experiment (and a cost saving measure, as well). It's almost like an RCT on a battalion level but with an almost C*-like Level system with a Clan base of 5 units instead of 4 or 6. Also, there are no infantry units becuase each legion has an attached Auxiliary Legion from which the infantry assets are drawn.


Everything below is available to the Hegemony with one small exception noted below.


Note also that anything with a * is a mech I own. The others (mostly vehicles) I need to purchase.






II Cohors Tempestas of the IV Legio Comitatensis (33596 BV)




I Manipulus Grandines (12374 BV) 


I Centuria (6376 BV)
1. Orion ON1-M (1414)*
2. Bandersnacth BNDR-01Ar (1522)
3. Shadow Hawk SHD-5M (1430)*
4. Centurion CN9-A (945)*
5. Hunchback HBK-4G (1041)*


II Centuria (5991 BV)
1. Thunderbolt TDR-7SE (1809)*
2. Dervish DV-6M (1146)*
3. Griffin GRF-1N (1272)*
4. Vindicator VND-1R (1024)*
5. Assassin ASN-23 (740)*


The I Manipulus is the command maniple and is surnamed Grandines or "hailstones" because of the first Century especially: it is made up of AC-using units. It is most assuredly "dakka-dakka" and follows up the II and III Manipuli.




II Manipulus Vertex (7277 BV)


I Centuria (3523 BV)
1. Locust LCT-1V2 (568)
2. Fulcrum Hover Tank (1167)
3. Saladin Hover Tank (596)
4. Saladin Hover Tank (596)
5. Saladin Hover Tank (596)


II Centuria (3754 BV)
1. Locust LCT-1V2 (568)
2. Fulcrum Hover Tank (1167)
3. Saracen Hover Tank (673)
4. Saracen Hover Tank (673)
5. Saracen Hover Tank (673)


II Manipulus is surnamed Vertex or "Whirlwind" for the speed and ferocity of its attack. Each century is supported by a Locust for 'Mech support and a Fulcrum for ECM ability. I wanted light mechs that could keep up with the hover vehicles, so I am somewhat limited in my choices. This is the Vanguard unit that sweeps in fast.




III Manipulus Fulgur (7345 BV)


I Centuria (3640 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Pegasus Scout Tank (640)*
4. Pegasus Scout Tank (640)*
5. Pegasus Scout Tank (640)*


II Centuria (3705 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Gladius Hover Tank (586)*
4. Gladius Hover Tank (586)*
5. Kanga Hover Tank, AC (744)*


The II Manipulus is surnamed Fulgur or "Stroke of Lightning." In Latin, this is not the bolt itself, but the flash and power of the strike; it can also mean "Glory." This maniple strikes after the II, punching through the softened-up defenses and paving the way for the I to mop up. Again, I needed light 'mechs to keep up with the hover tanks and the Spider is quick. Also, there are fulcra for ECM support. 


The Kanga is the one thing that shouldn't be here per canon. All Kangas were destroyed in the Jihad and even then there was a mere 50 or so in the hands of Comstar and the Word of Blake. This is one of the non-jump capable units, downgraded to a pure hover vehicle at some point during the Succession Wars but with a better AC. I wanted to add a little color to the unit and this is the Cohort's punishment vehicle. It's kept running with spit and baling wire. Frequently heard in the II Cohors is this admonition to FNG's: "Hey, don't tick off the legatus or you'll be serving on 'Big Bertha' in the next assault." 




IV Manipulus Boanerges (6591 BV)


I Centuria (4535 BV)
1. Panther PNT-9R (769)*
2. Shrek PPC Carrier (935)*
3. Shrek PPC Carrier (935)*
4. Heavy LRM Carrier (948)*
5. Heavy LRM Carrier (948)*


II Centuria (2056 BV)
1. Warrior VTOL H-7A (292)
2. Warrior VTOL H-7A (292)
3. Warrior VTOL H-7A (292)
4. Karnov VTOL (Periphery) (590)
5. Karnov VTOL (Periphery) (590)


This is the extra maniple for the cohort and is pure support. It is surnamed Boanerges or "the Sons of Thunder" which is the title given by the Lord Jesus to the two brothers James and John. And that is what this maniple brings: thunder and lightning from above. The I Centuria is supported by the Panther as a bodyguard but we have 6 PPCs and two of the Hegemony's shiny new Heavy LRM carriers. The II Centuria is air support: some striking and spotting. The Karnovs are the Periphery gunship variant.


And there you have it. I can't wait to field this. 



21 January 2012

Additions to Wave 2/2012

I decided to go ahead and add 4 more units to Wave 2.


For the Marian Hegemony, a Kanga jump tank and a Pegasus scout tank (for some odd reason, I had just 1 sitting in my box; they're sold in pairs). Technically, Kangas are extinct post-Jihad for everybody; even prior to the Jihad they were pretty much restricted to ComStar and the Word of Blake. Only 50 survived the Battle of Tukayyid. However, Secunda Cohors of IV Legio Comitatensis is made up of fast hover tanks, and I can't resist adding a Kanga to my TO&E. This is not the jump capable Kanga, but is the downgraded AC-10 version that lost its jump capability and is now merely a hover tank. I see it as an old relic kept going by the copious use of spit and bailing wire and used as a "punishment" vehicle. "Keep the primus pilus happy, or you'll be serving on old Bertha in the next assault!"

Lastly, I went ahead and put together the second LRM Carrier for the 4th Mac and the Phoenix Hawk LAM for my ComStar Recon Level II.

So, Wave 2 is big and ambitious and the count is currently at 12 'mechs, 6 vehicles, and 4 squads of battle armor. Woo-Hoo!

17 January 2012

Wave 2/2012 Primed and Assembled!

Well, yesterday I assembled, based, and primed Wave 2 for this year. I made some changes in where the mechs are going, but that's ok. It's mostly because I can't stand House Davion, so I just can't paint up anything for that house.

2nd Com Guard Division
"The ComStar Angels"
Two Unseen: a BattleMaster and a Crusader. 2 Kanga jump tanks, and 12 Inner Sphere Standard Battle Armor for 2 squads. All together this makes a Level II unit. ComStar, unlike the other factions, truly uses combined arms.



Warrior House Ma-Tsu Kai
"The Historian's Challenge"

4th McCarron's Armored Cavalry
"Lord Carson's Cavaliers"
Only a few for Liao this time. A Cataphract and an Unseen Warhammer are the two mechs and they're destined to finish off my House Ma-Tsu Kai lance. The vehicle is a Heavy LRM Carrier. He's headed for the 4th Brigade of McCarron's Armored Cavalry. I realized that between Ma-Tsu Kai and the Death Commandos that I had no way to field Liao vehicles. So, the Big Mac it is. Prior to the Xin Sheng, the Big Mac was a merc unit exclusive to the Capellan Confederation; afterwards, they're a house unit. Problem solved. Problem staying solved. The Big Mac Leads the way. :) 




IV Legio Comitatensis
"The Imperial Legionnaires"
Originally the plan was for these four to be a lance in the 3rd Davion Guards. Now they're an under-strength century in the Marian Hegemony (a century in the Marian legions is 5 vehicles or 'mechs). They're defintely a "dakka-dakka" unit (lots of autocannons). We have an unseen Shadow Hawk (-5M variant), a Victor, a Centurion, and a Hunchback. Not as quick as I see the IV Legio being (only 2 jumpers), but it might make a good strike lance, er, century.





1st Marik Militia
"The Avenging Angels"
The Knights of the Inner Sphere
"Death Before Dishonor"
And now to finish it off. First up, an Unseen Archer and a Longbow to finish off my Marik Militia Fire Lance. The Unseen Marauder is unassigned, although he might take the Orion's place for variety on occasion. That one was a spur of the moment decision. It's one of my plastics from the mid 90's and I've never been able to get rid of the gap where the hull comes together. So, I used Loctite Weld on it this time. And it still had a frelling gap! So, I used some more putty to fill in the gap and we'll go with it as is. I'm also considering this one as a lone Knight of the Inner Sphere, sort of like my Death Commando Atlas. He's definitely the last on the list to get painted, so maybe. To finish it off, 8 Inner Sphere BA (to make 2 squads) in Marik Militia colors.

And that's all for now. Until next time!



08 January 2012

[Battletech] Painting Progress and Schedule

Ok, here's what I have lined up at the moment.

In final painting phase:

Liao/Death Commandos
Atlas

Liao/House Ma-Tsu Kai
Raven
Vindicator


Marik/1st Marik Militia
Orion
Marauder II MAD-4S (IWM 20-234)
Stalker

Comstar/2nd Com Guards
Highlander

Currently in the process of prepping for Wave 2, I've got the following:

Based, Ready to Prime
Cataphract

Needs Based
Crusader (Unseen)

Old 1990's Stripping
Warhammer
Archer
Battlemaster
Shadow Hawk (just needs to be glued)

1987 Ral Partha Stripping
Hunchback

I picked this guy up off Ebay. He had a camo scheme similar to Clan Smoke Jaguar.

To Be Assembled
Inner Sphere Standard Battle Armor (1 C* Level I, 6 figures)
Kanga Jump Tank (2)
Victor
Centurion
Longbow

When Wave Two is done, I'll have the following:

Liao/Death Commandos
Atlas


When I started Wave One, this one was originally slotted to be part of my Comstar Level II. But I changed my mind after I primed it. I still have 4 more Atlases, so it's not a big deal. :) I do plan on doing up a lance of Death Commandos, so this is a good start.




Liao/House Ma-Tsu Kai
Raven
Vindicator
Warhammer
Cataphract


This is a good solid Capellan lance in 3039 or in 3050. The Raven will be the -4X variant in 3039; the ECM equipment was horrible at that time, and the -4X trades it in for more armor, jump jets, and 2 machine guns. It becomes a really nice light mech; not the equal of the Panther but definitely better than the Jenner. Plus, the -4X is intro level; the -1X is experimental. A really good urban fighter. BV is 4471 (3039) or 4845 (3050).




Marik/1st Marik Militia

Orion
Stalker
Longbow
Archer
Marauder II (-4S)

The Marauder II is the one off here. It's such a beast, it is unlikely to be used for anything outside of the Inner Sphere Open Round in a tournament. Again, this lance is built for either 3025 or 3050 by just changing variants. This is definitely a fire lance with the Orion acting as the "command" mech. BV is 5802 (3025) or 6766 (3050).


Comstar/2nd Com Guards

Highlander
Battlemaster
Crusader
Kanga Jump Tank (2)
IS Standard BA (Laser)

This unit is designed as Level II that fought at Tukayyid. It's designed to go in there and mix it up with the Clan, so all the mechs are Star League era technology: the Battlemaster is the -1Gbc variant and has a command console, the Highlander is the HGN-732, the Crusader is the -3R, and the Kangas, well there they are. I would use the -2R variant on the Crusader, but apparently only the Wobblies get that one. BV is a hefty 7192. I have a nice plan for another Level II to back it up. See below. :)


Davion/3rd Davion Guards
Victor
Centurion
Hunchback
Shadowhawk


This is definitely a Davion lance: lots of ACs to go "BANG, BANG!"

So, when I'm done (by the end of the month, fingers crossed), I'll have 4 solid lances ready to go: painted, sealed, and flocked. They'll still need unit and faction decals, but I have to wait until I can get them from Fighting Pirannha. Then what will I do for Wave 3?

Well, I have another Level II for my "Tukayyid" Comstar force I'm putting together. Of course, this one falls under the experimental rules, but what the Hell. I have 1 Wasp LAM, 5 Stinger LAMs, and 1 Phoenix Hawk LAM. I also have a lead on a couple of Wasps and another Phonenix Hawk. Preferably, I'd make this Level II 2 of each; otherwise, it'll be 5 Stingers with the Phoenix Hawk as the "command" vehicle. This is not because I see LAMs as "zOMG uber!" They're actually pretty weak as they do neither job well. However, I can see Comstar having them in stockpliles and using them for recon and air support.

3rd Bear Guards
Wave 3 will probably also see the start of my Clan, uh, nova? (Stupid Clanners changing things!) It will be, of course, Clan Ghost Bear and I'm going with the 3rd Bear Guards, Alpha Galaxy for my paint scheme.

IV Legio Comitatensis
And I will finally get to my Periphery units. I should have my Ravager BA and Marian infantry minis by then as well as some more vehicles. That should be more than enough to work on for Wave 3.

1st Royal Guards (Steiner)
Wave four will probably be working on Lyran and Kuritan units. We'll see.

Ryuken-Ni (Kurita)
 Oh, and for those who are keeping score, the current list of minis is: 106 mechs, 7 LAMs, 48 BA (all IS Std.), 44 vehicles and 2 aerospace fighters (mech scale).

01 January 2012

(Battletech) 2011 Year End Report


Well, I decided to get back into BT after a 14-15 year hiatus in October. So, I have yet to do much. In fact, I haven't done anything really, but I do have a palette in chaos. :)





All are W.I.P. Starting at the bottom left:

Stalker. 1st Marik Militia.

Atlas. Liao Death Commandos.

Highlander. Comstar 2nd Army. A little about him. He's my first Highlander (and mech!) that I bought when I was in the Army....maybe 1989? Anyway, he's been in an ugly green and black camo for years. He's been stripped down and is in the process of repainting to become the command mech (HGN-736) for my C* C3i Level II.

MAD-4S Marauder II. 1st Marik Militia. This one was built using Siberian Troll's "Reseen" mod to make it look hunched over like the Unseen. so simple even I could pull it off. :) Close up below.

IS Standard BA. Just arrived yesterday ( by FedEx at almost 8 P.M.!). This point will probably be C*, maybe 1st MM.

Marauder. Unseen plastic from the 90's. Just sitting on the palette. He was there for comparison to the MAD-4S mod.

Orion. 1st Marik Militia. The classic FWL mech. He's the "command mech" of the lance. Dual-cockpit if using advanced rules.

Vindicator. House Ma-Tsu Kai. I having fun coming up with the paint scheme for this one and the Raven. House Ma-Tsu Kai's colors are "Liao green with ivory and gold highlights." I painted the left arm and leg on this one ivory and his left fist is gold.

Raven. House Ma-Tsu Kai. The beak top is in ivory, the underside is gold. Both legs are ivory with some gold highlighting. Some other trim in gold.

Cataphract. House Ma-Tsu Kai. Assembled and based, ready to prime.

The plastic unseens. All painted back in the 1990's. I'm presently getting the mold lines off that I can see through the paint. Then they'll get stripped and painted for their new lances.

Warhammer. House Ma-Tsu Kai. A Liao "Hot Hammer" of course!

Archer. 1st Marik Militia.

Battlemaster. Unsure. He could end up as Ma-Tsu Kai or 1st Marik Militia. I'm also considering him as the base for my 3rd Davion Guards lance. Of course, I have 3 "Reseen" Battlemasters sitting in my box so I have plenty to assign. :) I want my Unseen BM to "pop" however, so it will most likely be assigned to a favorite unit.

Once I finish them up in a week or two, I'll have a House Ma-Tsu Kai lance, a lone Death Commando, a 1st Marik Militia Assault/Fire lance, and the start of my Comstar C3i Level II (2nd Army).

Oh, and, as promised, a closeup of the MAD-4S mod. Thanks again to Siberian Troll on the classic Battletech Forum for figuring this one out and posting it. I love the hunched over look of the mod. It apes the original Unseen Maruader II posture, and the low angle makes it look more threatening and aggressive, almost like a chained pit bull straining to jump. :)

And here's the link for Siberian Troll's mod post: http://bg.battletech.com/forums/index.php/topic,12991.0.html]http://bg.battletech.com/forums/index.php/topic,12991.0.html


24 December 2011

Review of Battletech: Ideal War


Ideal WarIdeal War by Christopher Kubasik
My rating: 5 of 5 stars

I'm currently re-reading Ideal War. It is one of my favorite Battletech novels; however, among most fans it gets less love. Why is that you ask?


Well, first of all, Ideal War is set in the Free Worlds League that is lead by House Marik. The vast majority of fans prefer the Federated Suns and House Davion. Davion's enemies are the Chinese-Russian Cappellan Confederation (Liao) and the Japanese Draconis Combine (Kurita). The Federated Suns itself is a constitutional monarchy similar to England under the reign of the three Georges; that is, the monarch has more power than Parliament. Most of the novels are set with the scions of House Davion as the heroes of the Inner Sphere.


The FWL, on the other hand, is a loose democratic confederation headed by the Captain-General of House Marik. For over 300 years, since the beginning of the Succession Wars and the crisis that entailed, the Captain-General has ruled as a military dictator under the provisions of the legally-passed Resolution 288. Fortunately, the Captain-Generals have, for the most part, been benevolent and somewhat idealistic in their stance. The member worlds of the League still meet in Parliament and finance the military and can even refuse to send their own troops if they feel necessary; it is not a one-way street with the Captain-General in absolute control. In fact, he really only has a full say in matters of war and foreign policy. Enter the current Captain-General, Thomas Marik.


Thomas Marik assumed the Captain-Generalship when his father and older brother were killed in a terrorist bombing. He himself was wounded in the attack and half of his face was horribly disfigured. He was originally a member of the quasi-monastic ComStar, the organization that maintain the Hyper-Pulse Generators that allow interstellar communication. He is also an idealistic and has a plan.


You see, the Inner Sphere is gained better technology and, as a result of that technology warfare is beginning to target civilians again. Thomas is worried that total warfare will result in the total destruction of human civilization as it almost did before the Ares Conventions (think the Geneva Accords) were enacting, The Ares Conventions limit warfare and make it more of a battle of maneuver and skill rather than brute force. With the new technologies and economies of the Inner Sphere gearing up to full production for the first time in centuries, Thomas is concerned that once again the other four Successor Lords will use people like pawns in a chess game. To create a shining beacon of hope (and also to cement his control of the member-states of his League), Thomas creates a romantic vision and forms the Knights of the Inner Sphere, an order of Mechwarriors who swear personalty to him and the ideals of Chivalry.


The book focuses in on Paul Masters, the leader of the Knights on his first mission to a world named Gibson. and this is why most fans do not care for this book. Kubasik is obviously drawing on memories of the Vietnam War. Mercenaries in battlemechs are fighting guerrillas attempting to win their freedom. Masters is there to help the planetary government against these rebels. Things like body-counts, use of mechs against the civilian population all hearken back to Vietnam. Masters has to come to grips with the grittiness and horror of the war and determine a course of action that will fulfill his obligations while helping the oppressed population.


This is definitely worth reading and is most assuredly not in the vein of the usual action-adventure motif of the other Battletech novels.


View all my reviews

21 November 2011

Greetings, Mechwarrior!

You have been recruited by the Star League to defend the Inner Sphere from the Clans!

Oh, wait, wrong series!

Well, Last week, I played Battletech with my second oldest daughter (Rene', 13 y.o.). I was using the 1st scenario from the 3e boxed set. 3025 Tech, a Wolverine and Stinger against a Wasp and Griffin. there was time spent explaining things; she's been gaming since she was 8ish, so it wasn't  too hard to get some of the important things across...heat, movement, etc.


The two medium mechs are built on the same basic chassis (armor and internals) but have different weapon load-outs. All four mechs are jumpers.  The Wolvie is a close-in scrapper (with AC/5 and SRM/6 backed up by a medium laser) while the Griffin is a sniper with a PPC and LRMs backed up by a medium laser. The Wasp and stinger are similar enough to be near identical (SRM/2 vs. MG, both with medium laser).

Another difference is heat buildup. Jumping and firing all weapons with the Griffin is Not Good (tm). Rene's AC/5, however, does minimal heat and that also told in the encounter once she closed.

The first few rounds, Rene' was pretty cautious, trying long-range shots with her Wolvie against the Griffin. I had the advantage and fired a few times scoring minor hints. She sent her light off to fight my light, so I obliged. I even tried a "Death-From-Above" attack with my Wasp against her stinger to show her why this is a Bad Idea (tm) with light jumpers. almost snapped my fool leg off.

Finally however, she decided to close and I was in trouble. The PPC and LRMs took penalties close-in while her AC/5 and SRMs didn't. Once she got in close, with identical movement (and she kept winning initiative!), it was impossible to shake her. the only thing that saved my mech was the fact that she had to leave for a party at school.


Anyway, a fun time was had by all. The next scenario, that we'll play this week, pits a Thunderbolt against a Crusader. Yep, it's a heavy mech slugfest. We'll play it twice, switching mechs to get a feel for the two.