I move another mech into a flanking position, and this time they can hit the broad side of a power generator. The artillery opens up again, but it won’t get to fire after that. I get lucky-the enemy pilot is killed, and their mech collapses. Mechs don’t have melee weapons, and there’s nothing elegant about ramming them into each other-this is a sprinting shoulder-charge that smashes catastrophically into the enemy. In response, Dekker’s wingmate charges the enemy mech and performs a melee attack-a first for a BattleTech game. The next round of artillery fire incapacitates him-he has a chance to crawl away from the wreckage alive, but I won’t find out until the end of the mission (had I chosen to eject him rather than attack, I could’ve ensured his survival). He stands and opens fire with all of his remaining weaponry, tearing chunks out of the enemy walker but overheating in the process. He stands and opens fire with all of his remaining weaponry, tearing chunks out of the enemy walker but overheating in the process.ĭekker takes another round of fire and loses his mech’s left arm. Dekker’s armour repels the worst of the missiles that rain down on him from the far side of the hill, but their explosive impact is enough to send him off balance and, ultimately, crashing down to the floor.ĭekker takes another round of fire and loses his mech’s left arm. Similarly, while years of MechWarrior games have left me wise to the dangers of overheating, I didn’t consider stability. At least, that’s the plan.Ī bit of faulty reconnaissance on my part means that I didn’t realise that the enemy base defences don’t need line of sight to open up on my heaviest mech. As Dekker and another heavy mech approach the gates head-on, I’ve set up a flanking strike to eliminate the power generator sustaining the base’s turrets. ![]() In this specific instance, I’ve been tasked with blowing up valuable buildings in two separate locations. ![]() BattleTech pulls the series back to its tabletop roots, focusing on strategic combat between mercenary outfits who dip in and out of star-spanning future wars to turn a profit. I’m commanding a lance-a squad of four mechs-featuring designs and loadouts that’ll be familiar if you’ve ever played a MechWarrior game.
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