Exploring The World Of BattleTech Part Two: Backstory & Setting
August 29, 2016 by crew
We’re back, Beasts of War, for further explorations into one of the most richly detailed, vastly expansive, and tenaciously enduring universes in the history of Sci-Fi wargaming. I’m talking, of course, of BattleTech. I am your host, BoW contributor @oriskany, hoping to show you just a sliver of what this staggering franchise has to offer.
If you’re just joining us, please take a moment to check out Part One of our series, an Introduction to BattleTech.
Created by FASA in 1984 and one of the true powerhouses of Sci-Fi wargaming in the 80's and 90's, BattleTech is the franchise that just won’t die. Conversely, under new ownership it has tapped into the loyalty of its original fan base and the imagination of a new generation of gamers, and now stands poised to make the mother of all comebacks.
Like all great gaming franchises, part of what makes BattleTech such a giant is its backstory. The labyrinthine depth of its history, the intricate tapestry of its campaign area, and the myriad of choices it offers its players - all can be equalled by very, VERY few other settings in Sci-Fi wargaming. Let’s take the briefest of possible surveys together.
The Inner Sphere
The BattleTech universe is primarily set in the so-called “Inner Sphere,” an expanse of space with Earth at its centre. The Inner Sphere measures about 500 light years across, contains some two million stars, with about two thousand inhabited star systems.
Depending on when a campaign is set in the BattleTech timeline, the Inner Sphere is divided into vast nations usually called “Successor States.” These states are almost always at war, recovering from the last war, or on the brink of the next war. Between these kingdoms, smaller states occasionally split off in rebellions, uprisings, or civil wars.
Surrounding the Inner Sphere is a fringe curtain of space called the Periphery, where colonization is much more sparse. Small, independent governments subsist out here, often lashing out against each other in small “bush wars,” fending off expansion by one of the Successor States, or quelling renegade mercenaries or pirates.
The Houses
Each Successor State is controlled by a feudal house, ruled by a noble dynastic family. Earth itself (usually called Terra) is typically a neutral territory, ruled by corporations, multilateral coalitions, quasi-religious orders, or their own independent government.
The five houses are loosely based on cultures we may find familiar. The Lyran Alliance, for example, is ruled by House Steiner, a vaguely Germanic-Scandinavian society. The Free Worlds League is a generally “American” nation governed by House Marik, while the Capellan Confederation is ruled by House Liao, loosely based on China.
Rounding out the Successor States are the Draconis Combine, ruled by a Japanese-inspired House Kurita, and finally the Federated Suns ruled by House Davion, a loosely-inspired throwback to the society and traditions of the United Kingdom.
This isn’t to say that BattleTech is cleanly split into these five simple factions. Between and within these alliances, innumerable nations rise and fall, and dozens of smaller governments rule along the Periphery. Each of these is fully developed in resource books and novels, creating a true “universe” in which players can lose themselves.
The Wars Of Succession
I’m actually not kidding when I say that trying to summarize a millennia of BattleTech history in one article is almost as hard as trying to summarize real history, say … since the Norman Invasions. The BattleTech backstory has been fleshed out to THAT level of near-Silmarillion detail. Nevertheless, let’s have a go at the highlights.
Following the development of FTL travel and an explosion of interstellar expansion, colonial states began to break away from the Terran government. These interstellar states (the earliest manifestations of the houses mentioned above) then fought with each other for centuries until they finally fused together into the “Star League” in 2571.
The Star League heralded 200 years of peace and technological growth until the ruling First Lord was befriended, betrayed, and put to death (along with his whole family) the usurper Stefan Amaris. This sparked a savage war to save the Star League, eventually won by the incomparable military figure of BattleTech: General Aleksandr Kerensky.
But in the aftermath, even Kerensky couldn’t keep the peace. The “Successor States” again went to war over the Star League’s future until finally, Kerensky could take no more. Appalled by what the Star League had become, he simply left known space to form his own vision of the future. About 80% of the Star League’s armies went with him.
Bereft of their idealistic leader, the Successor States rebuilt their armies and launched into a series of apocalyptic “Wars of Succession” which shattered whatever remained of the Star League and its epoch of utopian progress. Genocide was undertaken on a planetary scale, and humanity backslid centuries both socially and technologically.
The Clans
The Wars of Succession (four in all, plus several other shattering conflicts) continued for hundreds of years until finally, in 3050, a new threat exploded out of the Periphery. This new enemy launched an unstoppable interstellar blitzkrieg, overrunning dozens of planets with vastly better soldiers, technology, and tactics. The Clans had arrived.
Only gradually did the reeling Successor States realize who the Clans were: The descendants of Kerensky and the armies he’d taken with him centuries ago. With a ruthlessly militaristic caste system based on genetic engineering, Clan society is perhaps a little twisted by their generations of struggle for survival in deep space.
Once there were over twenty Clans, but many are now extinct since these guys love fighting even with each other. They are generally divided into two camps, the “Warden” Clans who believe they’ve inherited a mission to protect Humanity, and Crusader Clans who want to invade all the way to Terra and re-establish the lost rule of Kerensky.
Recent Events
To stop the Clans, armies of the Inner Sphere soon united under the direction of ComStar, the organization on Terra that had always maintained “hyperpulse generators” that allowed all FTL communications. But after centuries of wielding such immense power, ComStar had evolved into a quasi-religious order as well as a technological entity.
Although they never ejected the Clans from the Inner Sphere, ComStar helped stop their invasion and it almost looked as if the Star League might finally be re-established. But when the Houses withdrew their support from the “religious” zealots of ComStar (the Word of Blake), another round of gigantic wars engulfed the Inner Sphere.
Known as the “Jiyhad,” this war involved every major faction and lasted over a decade. It also saw the first use of weapons of mass destruction in centuries. Finally, the Word of Blake was defeated on Terra in 3081. Terra became the capital world of its own small republic and a shaky peace finally settled over much of the Inner Sphere.
Then came the “Dark Age,” the most recent era of BattleTech history. In the early 3130s, a series of attacks have brought down the hyperpulse generator network, leaving each planet effectively isolated. Recrimination, fear, and blame have taken hold, and war threatens to erupt anew as no one can identify the source of these attacks.
Mercenaries & Solaris VII
Yet even these dozens of republics, clans, houses, kingdoms, and federations are only the core choices available to BattleTech players. In addition to the myriad of smaller powers along the borders of the Successor States or out on the Periphery, one a popular option for mechwarriors remains: The mercenaries.
BattleTech depicts such a war-torn society that long-standing mercenary companies, some with battle records centuries long, exist as fully-equipped military assets available for hire. Such outfits regularly take contracts with various governments, enabling players to play their armies wherever they want in the BattleTech universe.
Meanwhile, there’s also Solaris VII, a planet set aside for gladiatorial ‘mech combat. Much the way jousting tournaments kept knights out of trouble between the endless feudal wars in the Middle Ages, so Solaris VII offers yet another avenue of BattleTech play … at least until the next war inevitably ignites.
As any “mechwarrior” familiar with this franchise will quickly tell you (or hopefully point out in the comments below), this article barely scratches the most superficial surface of BattleTech’s history and setting. If you want the full story, you’ve got 160+ novels to read, plus 200+ supplements for the wargames and RPGs.
Do you have questions, comments, or your own BattleTech stories? Do you have a favourite House or Clan? Drop your comments below, and come back next week when we dig into the technology and mechanics of the various BattleTech game systems. We’re just getting started, mechwarriors. The battlefield awaits!
If you would like to write articles for Beasts Of War and have something to say then get in contact with us at [email protected] for more information!
"This isn’t to say that BattleTech is cleanly split into these five simple factions. Between and within these alliances, innumerable nations rise and fall, and dozens of smaller governments rule along the Periphery..."
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I have to admit I did like playing the smaller Clans. I think if memory serves I used to represent the Diamond Sharks.
Lore of Battletech is fascinating and so expansive that exploring it offers lot of enjoyment. This includes lore for all different factions and they most important personalities. Everyone seems to have they own favorite era from Battletech lore with plenty of old school players seem to prefer Succession War eras that in combined lasted almost 300 years until Clans arrived to try to bring back Star League based on Nicholas Kerensky’s (Father of Clans) vision but failing thanks to most of invading clans being so naive and misguided after all generations of fighting trials instead of actual wars and believing that they would be welcomed as saviors.
Thanks, @noyjatat – Although I’m playing Clan Ghost Bears now, some players on last week’s threads were talking about some of the smaller Clans, most notably Clan Sea Fox. Some of these smaller Clans are definitely interesting, with “niche” identities and special characteristics. I may not build an “permanent miniature army” for them, but they may be fun to try out. 😀 Maybe in Alpha Strike?
Agreed buddy such a rich diverse world gives so many options. On occasions we played as a group of rogue Mercs each from a different Clan so that we could play against both Inner Sphere and the Clans and use those smaller factions units to vary our gameplay.
You know, @mecha82 – I’ve been trying to come up with a way to succinctly encapsulate the strange, borderline paradoxes in the Clan mentality and their self-prescribed “mission” which (as the lore clearly shows) they have a very tough time doing themselves sometimes. Your post actually does it rather well. 😀
The Inner Sphere’s edge in vehicles, most infantry, and other arms of combat shows that they seem to have more actual “battlefield” experience as opposed to trails (where mechs are all that matters, and Clan mechs are definitely awesome). From the Clan perspective, this might be the IS struggling to come up with an “honorless” way to overcome their inferior mechs.
In “real life” – I would go with the IS approach. Combined arms will always win wars over hyper-specialization in one area. But I’m playing BattleTech FOR the mechs. So I’m stickin’ with the Clans! 😀 😀
This is where BT grinds almost all other scifi game settings into dust. Its setting and history is just so rich and amazing, it is almost mind boggling.
So many amazing characters have been created over the years, and the various factions all feel so alive.
If you want to start diving in to the lore of BT, I can highly recommend Michael A Stackpoles Warrior Trilogy. It is some of the best scifi writing out there.
The BT setting covers such a large amount of time, that many players pick a time period to focus on, as the it greatly influences what tech and units are available.
Could not agree more on the warrior trilogy recommendation. Though the Blood of Kerensky trilogy is a close second.
My personal favorite and first one that I read is Legend of the Jade Phoenix Trilogy that tells Aidan Pryde’s story from his early years as cadet to his rise to warrior caste by playing by his own rules and his heroic death that saved Clan Jade Falcon from shame of defeat. Fact that he not only played by his own rules but also that he never gave up no matter what really shows that he was too good for his Clan. He would had been much better Wolf IMO than Jade Falcon but then again Clan Wolf was already favorite of authors so maybe it’s only fair that Clan Jade Falcon got hero of they own.
@nosebiter – “grinds almost all other sci-fi settings into dust.” I love it! 😀
And thanks for the recommendations @moebiusstrip and mecha82. Blood of Kerensky and Jade Phoenix Trilogy – sounds like we have some more Clan brethren on the thread! 😀
There is effectively a fourth book in the Jade Phoenix trilogy that you might have seen or might not have been aware of – “I Am Jade Falcon”. It deals with Joanna as the central character and her struggle to achieve what a Clan warrior should want to despite her increasing age (by clan standards). It’s been a while, but it’s a very strong book and feels very much like it belongs as part of the trilogy.
I have always been a big fan of Clan Wolf, so naturally have a low opinion of Falcons in general, but I loved the characters in that book, even as they fight a war against the Wolves (which, of course is all a diversion from the Wolf perspective, but still). 🙂
Thanks for this article …and you’re right it’s near impossible to write about the history of the Battletech-Universe and not fill whole tomes in the process.
Whoever didn’t know this history before and wants to learn more … well there are wikis out there with so much to read it could take a looong time to read it all 😉
And i for one liked the clans, but i also liked the time before them … so i’m happy that there are enough options and time periods in this universe to play with them, before them or during the jihad.
BTW, my favorite faction in the BattleTech-Universe would be the Mercenaries of the Grey Death Legion followed by House Kurita under Theodore.
BTW: Be carefull if you should ever try to drink a PPC … did that in my youth and had a sleepless night afterwards 😉 PPC in Battletech is either one of the most devestating weapons … or a very devestating drink.
If memory serves me right it’s 4 shots of a clear and flavourless alcohol (of the grainy sort) and 1 shot of something else for flavour. And i think it was Sake for Kurita, Peppermint schnaps for Steiner, Plum Wine for liao, Ouzo for Marik and Bourbon for Davion.
And i should remember to proofread what i write before posting… I blame that PPC in my youth!
Thanks, @nosebiter – Trust me . . . as they guy who just wrote this article . . . I can completely agree that BattleTech history can be “mind boggling.” Trying to squeeze BattleTech history into just one article of less than 1800 words cost me about half a bottle of aspirin. Maybe I should have tried some of those “PPCs” @querion was mentioning. 😀 😀
Indeed the history of BattleTech is both imposing and inviting. Yes, it’s huge. Only Star Wars. Star Trek, and 40K compare in the world of sci-fi. But I also like how it’s “inviting.” The designers were careful to leave lots of “gaps” (most notably, by including such a large potential for mercenaries), plus the Periphery states. So players who want o create their own little corner of the BattleTech universe and “game in the gaps” are fully empowered and encouraged to do so. 😀
And yes, querion, there are all kinds of online tools and wikis players can use to help navigate the oceanic dimensions of this universe. The Battletech Wiki, Catalyst Game Labs website, the MechFactory website, Solaris Skunk Werks for mech record sheets, design, and customization.
It’s big, folks! It’s huge! But there is help out there! 😀 😀 And of course we have plenty of experts right here at BoW. 😀
I want plastic Omni Mechs.
Really badly.
I know the feeling, @suetoniuspaullinus . 😀 While Iron Wind Metals has lots of Clan Mechs that I think are technically “omni mechs” in the game, it’s tough to make those “WYSIWYG” omnimech-type modular modifications to the miniatures in metal.
I’ve had some success with modifying Iron Wind Metals, cutting the mechs in half at the waist (when required), drilling holes in the torso and “pelvis”, and mounting jewelry magnets for torso-twists. But that’s pretty large-scale when compared to cutting off weapons and sensors, then plugging your new ones.
@oriskany, if you go to the IWM website and look in the scrapyard section, they sell option parts to do most of the original OmniMech variants.
Also, the Word of Blake Celestial Omnimech minis have been designed with modularity in mind – they all have two spaces in each side torso where you can mount universally-sized weapon pieces, or blanking plates if you don’t use them.
When I first started playing BattleTech, thanks to my local gaming club, games tended to be based in the Clan Invasion era, which was where the timeline was around then. Tukayyid hadn’t long happened, and the home clans weren’t really as fleshed out as the invading clans. I began to be drawn towards House Steiner as my faction, possibly thanks to the cartoon being aired on Sky TV – was it Toonami? I liked the big assaults and heavies bedecked in blue that typified the Lyran Mech forces, and I prefered the underdogs of the Inner Sphere.
As we got into the game, my brother and I picked up a pair of books to read on holiday, Warrior En Guarde, and I Am Jade Falcon, which drew me towards the Falcons as my Clan faction. Made sense as they’d be most likely to fight each other to collect them as my forces.
As I got into the game and my collection grew and I read more of the universe, I started creating more factions. Along with a company of Lyran Mechs and a frontline OmniMech Falcon Trinary, I added a second-line Falcon Binary, a Ghost Bear second-line Trinary, a Wolf frontline Binary, a Kurita company, and a Davion company, plus generically painted armour and conventional vehicle supports. I then painted up a mercernary company based on my MechWarrior 2 and 4 Mercenaries force I called Brenneke’s Battlers.
Stupidly I sold them all off for peanuts when I thought I was done with the hobby.
As I’ve come back into wargaming, and BattleTech, I’ve tended towards playing pre-Invasion usually. But I’ve put together a Trinary of Clanners I intend to paint as my new favourite Clan, the Star Adders, who are an absolutely powerhouse that have grown steadily over the years following the Great Refusal. Thinking of setting my games with them equally pre-invasion using proper zellbrigen rules, or during the Wars of Reaving around the time of the Jihad.
@ckbrenneke – “Brenneke’s Battlers” – I love it! 😀 I may have to counter with “Oriskany’s Overpower-ers . . ” Ugh. never mind. 🙂
Interesting notes on how you organized your Jade Falcon (probably my second favorite Clan, btw) forces. I’m still learning how the Clans organize their forces myself. My Ghost Bears are currently organized as “lances” and a “company,” which is not correct. Just got my company of Total Warfare, so I hope to have that sorted soon.
Great tip, @lorcannagle , re: the “Scrapyard” option for Omnimechs on Iron Wind Metals. Speaking of “blanking plates” . . . I had to make my own blanking plates Saturday when I was trying to put together my IWM Locust IICs. The shoulder-mounted missile racks wound’t stay on, so I was trying to drill a deeper well top pin them on the mounting studs. Well, my power drill went right through one of the missile pods (glad it didn’t go through my finger, too), so I had to put a small “blanking plate” over the unintentional hole . . . then another for the opposite missile pod so they would match.
No worries, quick solution to a simple mistake.
Oh, speaking of mistakes:
ERRATA for the above article – the correct spelling is “Jihad,” not “Jiyhad” – apologies to the readers.
Also, we’re tracking a tropical depression heading towards us here in Florida, so if I suddenly stop responding to posts, I’m just waiting for internet to be restored. 😀
BattleTech does indeed have a long and glorious history and so much good fiction to support it, at least up to the point of the Jihad. The Jihad, Republic of the Sphere and Dark Ages however are what I’d call lazy history to set up a future setting. As ‘Classic’ BattleTech was seemingly waning, Wizkids had a new Clix style game out and wanted to wipe the slate clean for it, so they created a terrible war, period of peace and then a dark age to suit this new game. The game didn’t last, and now BattleTech players are stuck with this storyline that destroyed much of what we loved about BattleTech (Wolfs Dragoons gone in a moment of nuclear destruction, for example). So although I’ve not played much since that time, when I do it’s always the 3050s or before, and the future is wide open.
Not wanting to end on a negative, there really isn’t another universe like BattleTech and MechWarrior, and if mecha are your thing then you should really check it out. MechWarrior Online has done a lot to rejuvenate the designs of BattleTech, and if you play computer games that require a bit of thought then it’s a good way to get into the setting even if there are some differences.
@shinygames, Wolf’s Dragoons weren’t destroyed in the Jihad, just heavily damaged. They even had minis in the MechWarrior: Dark Age game. The Dragoons are back up to three regiments and two independent overstrength batallions as of 3145, and working for House Kurita again. There’s a fantastic 4-part story on BattleCorps all about their return to Kuritan service called Redemption Rift.
Oh, and the Jihad was always going to happen after the Fedcom civil war. There’s a ton of clues and hints in FASA-era books and novels going back to the early 90s
There’s a few hints dropped in the ComStar sourcebook, we learned Thomas Marik was an impostor in Assumption of Risk; In Patriots and Tyrants, Arthur Steiner-Davion was abducted by Blakists and his assasination faked, and the LAS Arthur Steiner-Davion was destroyed by a mystery ship, but the hints in the book mean it could only be a McKenna or a Potempkin, and the Blakists were the only Inner Sphere power with a McKenna at the time. In Storms of fate a Word of Blake member warns Raymond Karpoff of Katherine’s attempt to headhunt Victor, and the false Thomas Marik and William Blaine realsie that the true Thomas was funnelling money from the Free Worlds League to Word of Blake
Now, the original plan was that the war would be less destructive than what we had, and they hadn’t planned the next arc at the time FASA folded, but the seeds were there.
@shinygames – I don’t see your post as a “negative,” I can honestly see where you’re coming from. On Beasts of War I’m typically known as a map-poring historical player (where you always know how the bigger story will ultimately play out in the end . . . strange how the Germans always seem to lose World War II no matter how well they do on the table 😀 ). So when I got into BattleTech I originally wanted to play on the very leading edge, building units and games right at the “current moment” of the timeline. I wanted the future to be open, I wanted to “look forward” to the next novel or release or news update, as if I was playing in a truly “living” world.
But once I got a look at Dark Age, I kind of wound up back where you are (or close to it), in 3050s-3060s.
As a writer, I can see a little of what they were trying to do with Dark Age. Almost a “reboot,” shut down all HPG-FTL communications so each planet is almost on its own, and anyone can do whatever they want. It’s an inviting setting for the new players I think WK and CGL were trying to recruit. But as we saw with the JJ Abrams 2009 Star Trek (or when he also “discarded” most of the Star Wars EU for Episode VII), wiping the slate even partially clean can sometimes annoy veteran players.
Sometimes the managers of a franchise have to do this in a “meta” sense. Who’s going to buy more product, the 100 new players they hope to get (who will all be buying new stuff), or the 10 old players they still have who’ve already purchased everything they probably want?
Fortunately, BattleTech also has lots of “historical” material they’ve published for previous eras, as I’m sure you know. 😀
Wow, @ lorcannagle – you seriously know this lore. So let me ask . . . the Word of Blake is basically the “extreme” or “fundamentalist” faction of ComStar, right? I see on Ouchies Bat Reps that a lot of battles are against the Word of Blake, presumably furing the Jihad era.
In summary from BattleTech Wiki:
The Word of Blake was a splinter faction of ComStar that was created out of a conservative backlash against the removal of ComStar’s mystical and religious aspects. The Blakists initially took refuge in the Free Worlds League, but were able to move most of their operations to Terra after they conquered it in 3058. They perpetrated the Jihad in 3067, which ended with the defeat of the Blakists in 3081 and the reintegration of the remaining Blakists back into ComStar.
I only ask because my Ghost Bears are mostly built for 3060s-3080s play, i.e., Jihad. 😀
Comstar had a schism between the fundamentalist faction and the secular faction. They started getting really aggressive in the 3060 timeframe and were hoping for a seat at the big table at the Star League conference in 3067 after gaining considerable power. When the Star League disintegrated (again) in 3067, the Wobbies flipped out and started attacking darn near everyone.
Wobbies were fanatical, but inexperienced. Between the clan invasion and the chaos surrounding the FedCom Civil War, nearly every unit they ran into had serious edge in combat experience to make up for their lack of numbers.
This is the bone of contention for those of us that were happy with the BT universe pre-Jihad. The explanation of how the Wobbies gained so much strength so quickly stretches the limits of author fiat. A ot of storied units were “nuked from orbit,” which is a sure fire way to upset your fans. The narrative wasn’t handled very well either. Wizkids didn’t really try to explain anything, and CGL told the story through a number of disjointed source books. They did this intentionally to help readers understand the chaos of the Jihad. I think that was a horrible decision that only exacerbated the original problem. I still think the Jihad is a great setting for games, and the Wobbies are a great universal villain. I’ve never been engaged in the world post-Jihad like I was prior to it. Perhaps as things pick up steam at CGL, that will change.
@oriskany,
Wow, @ lorcannagle – you seriously know this lore.
The “advantage” of BattleTech being my primary game for about 20 years now. I’m a mod on Catalyst’s BattleTech forum, and there’s some guys on there who put me to shame. I kinda want to take a photo of my BattleTech bookcase and post it – it’s actually overflowing at this point and it’s just rulebooks – no novels!
So let me ask . . . the Word of Blake is basically the “extreme” or “fundamentalist” faction of ComStar, right? I see on Ouchies Bat Reps that a lot of battles are against the Word of Blake, presumably furing the Jihad era.
More or less. ComStar went from being a government entity to a corporation to a religious/corporate hybrid during the first two Succession Wars, and that religious identity was deeply ingrained by the time of the Clan Invasion.
Primus Myndo Waterly, the leader of ComStar at the time of the invasion was a highly ambitious woman, hated Hanse Davion and saw the Federated Commonwealth as the biggest threat to ComStar’s self-appointed role as saviour of the Inner Sphere, so while everyone was distracted by the battle for Tukayyid, she attempted to take over the entire Inner Sphere by shutting down all the HPGs and promoting uprisings on key worlds.
This plan failed for three reasons: The first being that Waterley’s chief aide was a Kuritan spy, and Theodore Kurita shared the plan with Hanse Davion, allowing them to secure their realms; the second being that the troops left to Waterley to secure the various worlds was too small to do it, and many of them were defeated even by the tiny garrisons left in the Clan occupation zones; and the third being that Precentor Martial Ansatasius Focht, the commander of ComStar’s military was an Inner Sphere patriot first (he was actually a member of House Steiner who was sent on a suicide mission after a failed coup, survived and eventually found his way to ComStar), and he killed Waterley when they met after Tukkayid.
In the aftermath, Focht and Mori assumed control of ComStar and instigated a reformation, moving back towards their corporate side and repositioning their military to face the Clans rather than defend HPG stations – notably propping up what was left of Rasalhague. This lead to a mass exodus of hardliners to the Free Worlds League, and they formed Word of Blake. It’s sorta like the Reformation and Counter-Reformation in Christianity, but with the roles reversed.
Initially, the Blakists were deeply factitious and spent a lot of time fighting each other, but they got their acts together long enough to take control of Terra in 3057, and then they set about killing their leadership a little bit more until one faction won out. The faction that won out strongly believed in the Second Star League – or at least hated the Clans more than the disdain they may have held for the Spheroid powers, and didn’t take it well when the Star League disbanded after the FedCom civil war. A mix of a brutal brushfire war against Wolf’s Dragoons, the Northwind Highlanders and a handful of other merc commands in the space around Terra, punitive attacks on the capitals of the Federated Suns and Lyran Alliance, and attempting to intervene in a coup on the Draconis Combine capital only making things worse, the Blakists found themselves in a war against everyone, whipped their members into a holy frenzy, and everything got crazy.
The Ghost Bears have some very fun moments in the Jihad, actually. They didn’t get involved for a while, but a member of House Kurita leaked files that suggested ComStar had taken in refugees from Clan Wolverine back in the day, and their descendants were the secret masters of Word of Blake. The Bears have sworn a solemn oath to wipe out any traces of the Wolverines, so they began to assault Blakist positions and test the remains for DNA from Wolverine families.
@wellspokenman – “Wobbies” – okay, took me a second to get that. 😀 And I totally get it, if you spend a long time building and investing into a universe, and then large parts of that universe get “nuked from orbit” – that’s gonna leave a sour taste in your mouth.
As a newer player (outside of a HANDFUL of pre-3050 games waaay back in the “Dark Ages” of 1990-92) there’s something kind of exciting about setting up a new unit in a devastated aftermath, ready to forge (and rebuild) a new future.
Again, when I’m in a “wargaming” mood, I like Clan Invasions and during the Jihad. When it’m in an “RPG” mood, post-Jihad / Dark Ages … when that disorganized vacuum becomes sort of appealing. That’s just me, though.
@lorcannagle – so they began to assault Blakist positions and test the remains for DNA from Wolverine families. Now that’s epic. 😀
“All right, another victory, guys. Cool down the PPCs and reactors. And who’s turn is it to go out and scoop up the remains? No, no, no, Jorg, it was Sven’s turn last time. Come on, grab your bucket and get started.” 😀
@ Oriskany @lorcannagle – so they began to assault Blakist positions and test the remains for DNA from Wolverine families. Now that’s epic. 😀
“All right, another victory, guys. Cool down the PPCs and reactors. And who’s turn is it to go out and scoop up the remains? No, no, no, Jorg, it was Sven’s turn last time. Come on, grab your bucket and get started.
There’s a scene not a million miles away from that in one of the later Jihad Sourcebooks.
Thanks for correcting me about the Dragoons, I hadn’t realised that. When you don’t like the broad brush strokes of a story, you often don’t stick around for the detail which might not be quite as bad as you thought.
I’d suspected that the Word of Blake was going to assert itself anyway. For me, it was the sudden and utter devastation of the Jihad rather than the idea itself that I didn’t like.
Over all I feel that Dark Age started as WK’s thing to justify lot of things about they clix based CMG like why there was all those minor factions and why industrial mechs were used in combat and why actual battle mechs were so rare. It also spoiled what was coming as Jihad had to taken place in Battletech universe at that point but was mentioned as it was before Dark Age.
@shinygames, I think a lot of people read that initial press release and previews of Dark Age and made up their mind early, and then a bunch of people got second-hand information from them, and then chinese whispers happened.
To this day, there’s a guy who sometimes playes with us and insists that Wizkids planned for IndustrialMechs to be the best unit in the game, 15 years after they explicitly said they’d be a cheap way to get mechs into your army, but they’d never be able to beat a BattleMech.
Now, I do think that Wizkids handled parts of the release badly as well, stating that BattleTech was gone while negotiating a contract with FanPro, and by not giving many details on what happened to the rest of the Inner Sphere until FanPro released the Miniature Rules rulebook.
@mecha82 and @lorcannagle – I haven’t even looked at anything concerning industrial mechs. Didn’t seem very appearing so far. These are basically weaponized forklifts and dump trucks and the like? 😀
Beware my new weapon! The XCM-01 Assault Cement Mixer! Bwahahaha!
@oriskany:
@mecha82 and @lorcannagle – I haven’t even looked at anything concerning industrial mechs. Didn’t seem very appearing so far. These are basically weaponized forklifts and dump trucks and the like? 😀
Beware my new weapon! The XCM-01 Assault Cement Mixer! Bwahahaha!
Yeah, they’re basically ‘Mech technicals, like the ForestryMech has a chainsaw, and a claw hand capable of lifting a redwood-sized tree once it’s cut down. But the armed version swaps out the claw for an AC/2 or similar light weapon loadout – there’s ones with rockets, or machine guns and flamers – and a jury-rigged fire control system. On the battlefield they’re lightly armed and armoured, you get a +2 on your ctirical hit rolls, but they’re cheap and disposable. In construction terms their parts weigh more and they get less armour points per ton than BattleMechs.
There’s actually a whole Technical Readout full of civilian, paramilitary, and military support vehicles. It wa sone of my favourite reads but sadly wasn’t popular enough to get a reprint when Catalyst updated the Technical Readouts a few years ago.
While my knowledge of the Battletech setting is sorely limited, one of the things I like about what I have seen is that it is not so much conventionally dystopic in nature as it is a story of almost-utopian outcomes that fall along the way, often at the last hurdle, and for eminently human reasons of greed, corruption, fanaticism, xenophobia and overweening personal ambition that puts the individual or elite power group over the collective good – it is all very credible as a political outcome for humanity, especially considering the way the world seems to be heading at the moment and has been going for the last few decades.
While there are no FTL technologies or big stompy mechs in sight (at least, not yet), from a political and sociological standpoint we seem to be entering an ever more unstable epoch not a million miles away from the extreme fragmentation and factionalism of the setting – life imitating art and all that.
Thanks @vetruviangeek – Indeed, the setting of BattleTech is far from uniform, different regions of space are dystopian, utopian, post-apocalyptic, frontier, etc, and switching around as history swings to and fro. And as far as what causes the problems, Kerensky himself was very keen on abolishing all “nations,” religions, alliances, antipathies, fueds, etc when he founded his new Clans, determined to divorce his new society from all the prejudices, xenophobias, greeds and hatreds of the past.
To a certain extent, he succeeded. But as Clan history shows, these old foibles were only replaced by new ones (TrueBorn vs. Freeborn seems to be a good example, along with Wardens vs. Crusaders).
As you say, life imitating art. Get rid of the old wars, you may be just making room for the next one.
I started reading Battletech novels around 25 years ago; unfortunately, I started with the original Clan trilogy (Way of The Clans was the first) and it gave me a very confused view of what was going on.
I now own around 50 of the novels (not read them all!) and my understanding of what on earth is going on has improved dramatically, it’s even given me an appreciation and understanding of real-world history with all of its political alliances, marriages and wars.
So, I’ve started back on the Warrior Trilogy, which as people have already said, is such a great storyline and it’s set in my go-to era of Battletech ; I was going to describe it as “regular Battletech”, but I’ve come to learn that there’s no such thing – everyone’s got their favourite era, just like real-world history!
@chillreaper – indeed it sounds as if you picked a turbulent time to jump into the history. And I know what you mean about the history, and how (despite being fictional), seems “based” on a lot of the same “historical mechanics” we see in our real-life timelines. A lot of franchises do this, e.g., Game of Thrones seems based on the War of the Roses (I should get at least 5 more responses on this thread based on that statement alone). 😀
And I also agree with what you say about different eras of BattleTech history appealing to different players. I’d even take it one step further, different eras of BattleTech can appeal to the same player depending on your mood. When I’m in a hard-core wargaming mood, I like the concrete tactics of the 3060s-80s. When I’m more in a “game-in-the-gaps” RPG mode, I like the wide-open do-what-you-like of the late Dark Ages.
Yeah, my introduction to the novels was weird…
Having been introduced to the game prior to reading the novels, the strapping: “life is cheap, but Battlemechs aren’t”, suddenly reading about a world where they had loads of mechs, but few pilots that they’d let use them threw me for a loop.
Many years and a few dozen books later, I’d fallen in love with the universe, even though I never progressed any further than Operation: Bulldog my reading.
I think that I’m going to look up a chronology and start from the beginning (whether I bother with Far Country is a tough one…).
Current project is stripping and converting old minis. The only problem with digging out one’s old stuff is that you notice how your painting skills have improved over the years and can’t bear to play games with old paintings!
Oh man, @chillreaper , you’re stripping all your old mechs? Indeed, some of of the ones I’ve seen on eBay are . . . oh. Oh, you poor mini. I feel like I wanna buy you and take you home and show you some love. Like adopting an abused dog at the pound. “It’s okay, Mr. Arctic Wolf. Things will get better form here, I promise.” 😀 😀
Yes, and I have some old WW2 minis that are just . . . wow. I try not to put them in table photos, or if they’re really needed, I have them waaaaaay in the back of the depth of field, blurry as hell. 😀
There are funny moments in BT like the planet wide brawl involving Wolf’s Dragoons and McCarrons armoured cavalry
Taken in deposition after it had calmed down
– Quote from: Hammer on 18 May 2014, 10:58:16 —There were two of them talking in loud voices, discussing ancient history.
“Yeah,” says the first, “Philip of Macedon-you know, Alexander the Great’s father-they say that he wept over the bodies of the Theban Sacred Band after he killed them.”
“The Theban Sacred Band?” says the other.
“Who were they?”
“The elite regiment of the Theban army. Supposedly the whole unit was made up of pairs of ”
“Oh,” pipes up the second Dragoon, looking right at me. “Sort of like an early version of McCarron’s Armored Cavalry.
— End quote —
“I don;t remember much after that”
Awesome, @torros . Okay, BattleTech and the Battle of Chaeronea – two things I never thought I’d see in the same Beasts of War post. 😀
The Sacred Band were supposedly some serious badasses, though. 😀
The Theban Sacred Band were indeed the toughest military of their day (at least in the Greek region), although for a relatively brief period. Ironically, like the Dragoons they relied on their two tactical genius leaders their head to do well in battle. Unlike the Dragoons, they lost one leader in each of their great victories.
I remember that text from a call-out box in the Wolf’s Dragoons Sourcebook way back. It seemed really funny at the time and well written, but is a good example of the 80s-ness of much BattleTech. In today’s world, never mind the 3020s, it doesn’t seem like “McCarrons Armored Cavalry aren’t straight” would be a suitable or amusing insult. Certainly the Clansmen that started the Dragoons almost certainly wouldn’t get it.
https://www.youtube.com/watch?v=h92N63ElI4s&ab_channel=TheRageaholic
I do love Battletech lore, even all the weird odd bits of it. Like at one point some people lost so much tech people used ice packs instead of proper cooling vest/suits. Or when pilots just wore the cooling vest, helmet and shorts. There is a picture of that out there. Its fun I have to say on a grand scale and for all the little oddities that was put in there that are were just so 80’s.
As for Omni models, I really think that IWM needs to step up their game and get in to that or people with 3d modeling skills and a Shapeway account will take it all from them.
@galamere – definitely a fan and long time subscriber. Word of warning, enjoy that video with headphones, as Razorfist avails himself of the “full range and spectrum” of the English language. 😀
@spacewolflord – I have heard theories that PART of why ‘mech heat, cooling vests, etc. were written into the BT lore was so artists / fans could depict mechwarriors (especially the female ones) in attire that was hmmm . . . “less than complete.” I mean if your “work environment” ratchets the temperature up to 100, 110, 130 degrees F . . . you might start shedding parts of you uniform, too. 😀 As you say, very 80s (which is part of what makes it so awesome!)
I think it was just an 80’s thing. The original Nuro helmet was just a big dome that projected views of the outside on to viewing plates. I think they modified it fairly quickly to look more like a proper helmet
@torros Yes, for all they wrote in a reason for MechWarriors to dress skimpily, they then had them put these huge boxes on their heads that extended out onto their shoulders. I can only assume they wanted to capture pictures of the mechwarrior after they got out of their mech and were shaking their hair out after getting the thing off their heads.
Then there was the Advanced Neurohelmet, often worn by the Lyran Commonwealth which looked way cooler so long as you shaved a couple of patches on your head. Again, not really designed for the image conscious MechWarrior.
Yep, sweaty, half-clothed, bad-ass warrior women, strapped into a leather seat.
* sigh *
God, I miss the 80s.
😀
Another interesting and well written article. I’m not even a player of the game, but it was still accessible for me. Bad news – Dave read the last article and is going to dig out his old minis. So old that he has to go to his parents to find them!
Another excellent installment.
Thanks very much, @unclejimmy – and chalk up another victory tally on the “attics and garages score!” 😀 😀 😀
Sorry for mentioning it again but 3025 was my first love. I loved the purity of the excellent design mechanics and the richness of the background. The Kerensky Legend (with its riff on White Russia) was evocative but I felt it fell down when the Clans actually arrived. For me they were always too stylised (and isn’t that a stupid thing to say about a wargaming faction?) and they never quite ran true. Give me an unlimited pot and I would be recreating the Succession Wars on a massive series of tables and 3025 only mechs (and the great variants listed in that most wonderful of documents – the original 3025 specs).
Great piece though James.
Thanks for the post, @hedleyb – And I would freely admit that many BattleTech fans are totally in agreement with you re: 3025. Including Hairbrained Schemes and perhaps “the man” himself, Jordan Weisman (creator of BattleTech) . . . since this is precisely when they’re setting the upcoming BattleTech PC game to be released next year. 😀
I know – I’m in the Kickstarter 🙂
Mind you it was only after 3050 when we got proper stats and builds for those variants and the axeman actually worked 🙂
Gotta be honest, I’ve never really been a fan of / understood the whole idea of ‘mechs in melee / brawling combat 🙂 Don’t get me wrong, to each their own. It’s just not my thing personally.
That’s what happens when you get stuck in the Clan way of thinking!
And don’t go on about filthy dishonourable freebirth tactics – that’s why mechs have arms and legs and jumpjets…
Mind you, I did get my Wasp punched to pieces by a Wolverine in my game yesterday – I’d obviously forgotten about melee attacks, too!
Although, as a Ghost Bear, none of my ‘mechs have jump jets, and I’m not a fan of physical attacks (we have laser-guided, computer-controlled energy-based and guided smartweapons that can hit at 3000+ meters . . . so naturally the best choice is to trundle up to the bastard and punch his giant robot in the face) . . . I DO confess to looking forward to seeing my first properly executed “Death from Above.” 😀
Great summary, especially given the space constraints of the article. When I try to summarize Battletech it takes an hour.
Indeed, @vensersrevenge – it isn’t easy. Best to “bookend” the presentation with disclaimers – “This is only the broadest of summaries . . . ” 😀
@oriskany Thanks for the article. I remember playing the Jade Falcon when it comes to clans and Wolf’s Dragoons for the mercs. Ah, good ol’ Jamie Wolf.
On a side note I have just downloaded all the free pfds available for the game 🙂
BattleTech will always be my first wargaming love, the game that started my plastic crack addiction. And I will always be a Free Worlds League Locust since my first learning game with my father.
Thanks, @yavasa – Yeah, seems to be a lot of love for Wolf’s Dragoons on this thread. 😀 Awesome to year about the .pdfs. 😀 There’s a lot of it out there, especially the older 80s and 90s materials.
And thanks as well, @mistahsly . Man, you played BattleTech with your Dad? That’s awesome. I just finished a couple of Iron Wind Metals Locusts (IICs) myself Saturday, worked late to get them ready for a game on Sunday. 😀
Yep @oriskany and you can download for free some stuff from the current owner at their official store 🙂
It’s weird but as a European (British) I always saw Davion as American and the FWL as Austria for some reason. A different read than the oracle that is James. Steiner felt Scottish/British to me (+ Scandanavian of course) – mind you I was always Kurita or Mercs when I played.
The ethnicities of the Successor States become far more complex when you get into it, especially as they tend to mix cultural heritage and ethnicity up a bit. So while House Davion talks about freedom and liberty in the best American tradition, their culture is closer to Britain (and more specifically England) and France. Similarly the Free Worlds League resembles the US politically in as much as the member states are semi-independent, and the central government has limited power, but ethnically they’re a mix of eastern Europe, Greece, Spain, and a ton of others. The Draconis Combine is culturally Japanese, but Minobu Tetsuhara, one of the most beloved Kuritan characters is black, and they have a huge Muslim population. The Lyrans are primarily German, but as you note there’s a lot of Scottish and Irish influence in there too, though ironically the Isle of Skye is known as much for Italian culture as Scottish. There was also a lot of Nordic elements in there prior to Rasalhaguian independence too. The Capellan Confederation was originally a mix of Chinese and Russian Communism, but there’s been a lot of Han culture brought into the mix, and the Russian elements have faded, partially because the Tikonov region, noted as the hotbed of Russian ethnicity in the Confederation has been held by other powers since the 4th Succession War.
A great read @oriskany
The jade falcon & bear clan’s seem to bring back memory’s of the games I played in the 90s.
@hedleyb – of course I have no special insight into the minds of the original BattleTech creators, but the eagle as their standard, their “melting pot” inclusion of many different cultures, their history of rebellion against colonial meddling from the “mother country,” and the fact that when you’re a supporter of House Marik, you’re “a Merik-an?” (yes, the old FASA designers had that corny of a sense of humor sometimes in both BattleTech and Shadowrun).
Of course that whole purple scheme throws it off, so who knows?
Thanks, @zorg – yep, these memories last a lifetime. 😀 Honor to Clan Ghost Bear!
@oriskany to be honest I have always seen FWL as Balkan considering how much it has been in civil wars and how much thee has been revolts in FWL and difficult it has been for House Marik to keep things under control. This is includes how difficult it has been for FWL to organize offensive and why they have always been defenders rather than offenders.
@oriskany, like I said upthread, the Free Worlds League is American politics with Balkan, Greek and assorted other ethnicities.
There is an pretty awesome video out there that sums Battletech up pretty good.
https://www.youtube.com/watch?v=h92N63ElI4s
Enjoy ! 🙂
Ah, Razorfist. 😀 Indeed, @nightmarus – I’m a longtime fan and subscriber. We were talking about that above, I think, with @galamere .
Crusader Colonel Roary Graves of the mercenary *Free Lancers*, perennially employed by House Marik, reporting for duty!
My group started playing about a month after the first box set, standees & thin paper maps & all, came out. It still even had a couple typos about it being Battledroids! & the Succession Wars, tho mentioned, took a backseat to battling over clean water resources. Need that high grade h20 to keep the fusion engines goin! [Oh & to live on, too…]
Have played just about every iteration, sans card games, through the years. From the original box set to the floppy disc game *Crescent Hawks Inception*, to the very first Mechwarrior game [yrp, unlike many, beat the *Dark Lance* to beat the game. Pro Tip: If you don’t follow the very first *lead* to the Dark Lance…]. Mechwarrior II changed gaming in a huge way. Played a lil Battleforce & Aerotech [but mostly just added aerospace fighters & tanks to BT games]. Was still playing FASA BT off & on, even tho it was a dead game, when FanPro got the license. Then onto Catalyst, too.
Battletech was so popular in the 80s & 90s that we got closer to a live action movie than Dungeons & Dragons did! Probably wouldn’t have been much better, if at all, than Robot Jox, but hey, that was a sign of the times. With how far CGI has come., it’d be glorious! Heck, any BT players that have seen even just a couple minutes of any of the Teansformers movies must have been thinking of a BT movie just like I was! 🙂
Blaster was here…
As someone who came to Battletech via the Mechwarrior videogames, a copy of the first Dark Age novel that was sitting on the shelf in my local Borders and a huge lot of Age of Destruction stuff I won at a con (still not sure how that worked out…) I’ve a bit of a soft spot for the early 3100 setting. Seeing how the various factions had rebuilt post-Jihad was fascinating, and as I read more of the back-lore there was a neat moment when the origin of the Republic of the Sphere’s most secretive unit got revealed in one of the books….
Awesome post, @blasterca , or should I say Colonel Graves. 😀 Yep, I still have tons of those paper maps folded up in my closet, we used them for many games other than BattleTech, took (some of them are really tattered after years of love, fire, blood, and tears). 😀 Never played BT with the cardboard standies, though.
There is a “fan movie” for BattleTech out there. Not bad, considering, about the same level as the old Mark Hamil Wing Commander “movie” *ahem*. 😀
@dawfydd – See, despite my heavy wargaming impulses and draw to the clans, I still want to explore the 3100 settings you’re talking about. Yes, I like Clan Ghost Bear, but I’m also half-drawn to being just the “normal guy from Earth” out the universe trying to make a difference (i.e., the Republic of the Sphere). The old RPG embers in my I’ve tried hard to stamp out but apparently still smolder.
The nice think about The Dark Age is that across the various books they eventually touch base with all the factions, and the Rasalhague Dominion gets some of the nest of that.
I did quite like how initially they dealt with the small factions that cropped up within the Republic of the Sphere once the HPG network went down, all inspired by one of the larger factions that was their cultural origin, making grabs for power to secure pieces of the Republic either for themselves or their backing power, and then later these powers took a more direct hand in events with suitably unfortunate consequences….
But as others have pointed out the joy of the Inner Sphere as a setting is how the various caretakers of the Battletech brand have, despite the staggering amount of world building & fiction written around it, left it surprisingly open for players to slot their own legends alongside the canon events. Hell, the amount of freedom they leave players within the period most people would be familiar with (4th Succesion War, Clan Invasions, Jihad, Dark Age) is staggering, with lovely chunks of time jump that are left gloriously vague. Factor in the 500 years previous going back to the golden age of the Star League, Amaris’ Betrayal, Kerensky’s Exodus and the broader Succesion Wars and you have a staggering amount of space to play games in. And that’s before you factor the sheer number of planets noted as being part of the Inner Sphere….
Another great article @oriskany. I have always loved that the Great houses traced their heritage back to a tradition here on Terra. The Japanese culture of the Draconis Combine, the German and British tradions of the Lyran Commonwealth (Lyran Alliance, whatever), The Greek Traditions of the Free Worlds League, the Chinese history of the Cappelan Confederation, and the American traditions of the Federated Suns, give all of these factions roots dating back to our times and before, bringing people in from the begining. The history of the inner sphere is our history.
One of the aspects of the Lore that has always drawn me in, is the vast list of storied units they have created within each house, and the individual mercenary companies on top of that. From House Kurita we get the Ryuken, The Genosha, and the Legions of Vega to name a few. House Stiener brings us the Lyran Guard units (especially the 10th) and the Sky Rangers. House Marik had the Arcturan guards and the Knights of the Inner Sphere. House Liao brings the warrior houses (House Imara) and their Death Commandos. House Davion has an insane number of RCT (Regimental Combat Teams) the Davion Guards (Light Medium and Heavy), The New Syrtis Fussiliers, the Cruisis Lancers to name a few. Of course with the size and vastness of the Inner Sphere there is more than enough room for someone to make up their own units.
Mercenaries have just as storied histories and there are a ton of them. The Eridani Light Horse, McCarron’s Armored Cavalry, The Northwind Highlanders, The Grey Death Legion, The Kell Hounds, Wolf’s Dragoons (though technically the Wolf Dragoons, an advance scouting mission of the clans), The Waco Rangers and their farm team The Crazy Eights, Team Banzai and those are just scratching the surface. Some of these mercs are multi regiment outfits. Smaller Merc companies are everywhere, making them a prime source for gaming in the gaps. I tend to lump Comstar in with the Mercs, for the most part.
To make matters better, each house has their own covert operations or secret police. From the ISF and DEST, MIIO, SAFE, the Maskirovka, the LIC and Loki, ROM working behind the scenes to make things interesting. Then the secret societies like the Thuggee assasins and Nekakami, Heimdall, and others made for more political intrigue giving you more reasons to stomp your robots around than anyone could ever need.
Great post, @rgreenparadox – I hadn’t read anything about the covert ops units or secret police. Makes sense, though, considering the amount of spycraft, intrigue, and assassinations that go on in these stories.
So the House Marik / Free Worlds League is based on Greece? i.e., the Athenian League? So far we’ve had the US, the UK, and even the Balkans put forward as other candidates. 😀 I’m getting the feeling the creators were playing a lot of mix-and-match.
On the Davion / Federated Suns side, we have units designated as “Fusiliers, guards, and lancers,” all sound very British (although the Russians also used “guards” and the Germans also used “fusiliers” in their history). However, I confess that the Regimental Combat Team (RCT) is a very American thing (16th and 116th RCTs landed at Omaha Beach, WW2).
All we need now is Napoleon’s “Old Guard” from Waterloo! 😀
Another clue to the origins of each house are the ingredients in the PPC from their nation. The drink is basically grain alcohol cut with one shot of something else.
PPC
4 shots everclear
1 shot of: peppermint schnapps (steiner)
sake (kurita)
ouzo (marik)
plum wine (liao)
bourbon (davion)
tequila (capellan march)(davion, think US SW)
That thing is just wrong.
& here’s the thing about introduction into the Battletech Boardgame Universe l, there’s several different novel series to start with, each a primer on a different aspect of the game/universe.
Us really old schoolers started with *Decision At Thunder Rift* & the Grey Death Legion series of novels. If you want a proper introduction to the wargaming aspect of BT, no better way than reading the Grey Death Legion series. A lil bit of the wider 3025/pre-4th Succession War era but great for illustrating the building of a Mercenary Company & the illustration of what the boardgame combat is all about.
If you want to get in on the *Ground Floor* of the greater BT universe, the politics & overall climate of the story-verse, then *Warrior: En Garde* & the Warrior Trilogy of books is for you. Still lotsa good combat *scenes* but more about the overall universe, political states & characters, the reasons for the conflicts & yes, the start of the 4th Succession War. & it also has a good peak into the gladiator type style of gameplay that *Solaris VII* entails. This is the series where you’re bound to pick a House affiliation. Or at least a House you *love to hate*. It’s definitely the ground floor for the evolving storyline of the BT universe.
If you want to jump right into the middle of all the chaos of the BT universe, where things *get real, & real fast*, if you want to get right to it, then *Lethal Heritage* & the Blood Of Kerensky trilogy is the way to go. This is where BT became a juggernaut. Old Inner Sphere House political rivalries at full speed & an incredible new & powerful threat thrown on top, just in case the 4th Succession War wasn’t enough. New & [re-]evolving technology [the roots of which are seeded in the Grey Death Legion series, by the way! :-)], more than doubling the amount of BT *warring faction* choices, plot twists galore, character evolution, storyline advancement in an incredible new direction &… well, there should be more than just *something* for everyone.
Being old school & having read along through the novels *real time* [as in as they came out], so I may be biased but I’d start with the Grey Death Legion trilogy. Great introduction to the *action* of the Battletech gameplay. & just enough of a primer for the larger, political & military universe of BT. & if you follow it up with the Warrior & Blood Of Kerensky trilogies, then you can go back through the other novels piecemeal. Better in order, no doubt. But yeah, 160~ novels is very daunting. If you hit jusr those 9 novels in order, you’ll have a sizeable knowledge base to be able to navigate the overall BT universe with enough knowledge to know which factions you want to know more about [& therefore read the other novels that pertain to your interests].
Blaster was here…
Loving the articles oriskany. I tend to play Davion and Steiner but anything would go as long as the enemy scum of Marik or Liao were across from me. Pre Clan-Early Clan Invasion (up through Tukayyid in 3052 were my preferred time frame. That all the (dozens) factions have extremely fleshed out histories each covering centuries and each being very different in flavor is what makes it real, and therefore more fun. That some of this events have been covered in the histories of two or more factions with, seemingly, very different outcomes because of the personalities directly involved often make claiming one side as ‘the bad guys’ very difficult.
Schemes within schemes hidden by a veil of politics and history…Can one ever truly know the truth?
Okay, @blasterca – that cinches it. This weekend I’m heading to Barnes & Noble and seeing what they have for BattleTech novels.
Thanks, @tekwych – A lot of Davion and Steiner fans on these threads, as well as pre-3052 battles.
We’ve “deliberately” chosen post 3052-timelines because some of us wanted to play Clans and some didn’t, and I thought it best to pick a time when the Clans wouldn’t have such a monopoly on higher-tech weapons, mechs, and equipment. After the invasions were halted and some of the clans (Ghost Bears most notably) started to assimilate with the populations of the conquered territories, we’re imagining that IS powers have been able to upgrade their forces through improved technologies (new systems rolled out in the post 3050 TROs), purchases, captures, salvaging wrecks, or outright theft . . . i.e., if the IS player(s) wanted to include a few clan mechs or IS with enhanced load-outs, it would fit with the setting.
Conversely, after suffering losses during the invasion, fighting wars between each other anbd also other houses (Ghost Bear – Combine War comes to mind), the Clans have to start deploying second- and third- line clusters and galaxies, some of which might be partially fitted out with older IS-era mechs.
Although, so far, even with a pure IS-vs-Clan model, we’re finding that if you stick to the BV points and build a solid list, the “Clan superiority” myth tends to dissolve under fire.
in short, we were just using what we knew about the setting and timeline to pick a spot where we could play the kinds of forces we wanted, and still have a good balanced game.
Oh, I’m more than willing to play any era my opponent wants and, honestly, these articles are making me take a closer look at the current era of the game. I got in when it was a combined arms game and Battlemechs were a small component of the pieces you would field. It was the clans that really brought about the attic of placing multiple lances of mechs into the same battle. The even battlefield after all the in fighting on both sides is nice but I think, even in those first days of the invasion, it was an understanding of what you had brought to the table and what the topography of the map could do for you that most often won the game.
These articles have brought a 20 year old who’s entire history of wargaming is six months of Space Wolfs to me asking if he could try Battletech. We’ll be going back to the core rules and a 2 on 2 skirmish to see if this might be his second game system within his new hobby.
@oriskany, Okay, @blasterca – that cinches it. This weekend I’m heading to Barnes & Noble and seeing what they have for BattleTech novels
There’s only one BattleTech novel currently in print, Embers of War by Jason Schmetzer, which is set in 3067 shortly before the Jihad. If you’re not averse to ebooks, Catalyst have been releasing all the old novels*, one (almost) every Tuesday, and have a good selection from across every era so far.
*Well, I assume we still won’t get a reprint of The Sword and The Dagger, but that’s no great loss.
@tekwych – The even battlefield after all the in fighting on both sides is nice but . . . it was an understanding of what you had brought to the table and what the topography of the map could do for you that most often won the game.
Very true, sir. As a historical player (usually) I’m the first to decry the tyranny of points and perfect game balance. Wars are never fair. But we want out games to be. So in our group, if we want a game where one side is decidedly stronger than the other, we at least know it in advance and can measure how big the disparity is.
Using this data, we can then throw in other factors to assist the weaker side, like better terrain, a defensive mission, a delaying mission, or at the very least, a victory point modifier commensurate with the initial margin.
Trust me, after gaming through the Barbarossa campaign several times over the last few years (Germany’s initial invasion of the Soviet Union in 1941), we became very good at making “fair” games out of “unfair” battles.
Great to hear about the new player! Stories like that make all the work in these articles worthwhile. 😀
I’ll keep an eye out for Embers of War, @lorcannagle – 3067 sounds right up my alley. Even if it doesn’t deal with my part of the ‘verse “geographically”, it will at least fill in some gaps (I hope) on the tech and politics of the era.
The Free Worlds League preference for jumping medium mechs is what got me to profess loyalty to them. A *House Merc Unit*, in essence.
& my group all had *fluffy* reasons for our preponderance of lostech &/or Clan weaponry. [We’d all played dozens, scores, if not more than 100 maybe *3025 Era* tech games & Clantech reinvigorated our gameplay!] While most went the easy & boring way of *Tukkayid scrap!* or *Star League/Lostech Cache*, I did a lil digging & thinking &, inspired by Wolfs Dragoons’ fluff, I went the way of refugees of Clan Wolverine [including a small *factory ship*]. Mind you this was still when Clan Wolverine was barely a rumor, barely the *Unnamed/unmentioned Clan*. So at the time I was ahead of the game a bit. 🙂
Blaster was here…
Wow, a lot of fluff has gone by. Who wasn’t heart broken when Omi died after Katrina killed her?
Or when the Grey Death Legion lost their Co and Xo to betrayal? Or when the Old Wolf died inside his Archer and the Dragoons went feral?
🙁
All those times and more are important to me, they brought the game to life hell, it brought the whole universe to life.
😉
Brother G
An interesting read, there seem to be A LOT when you get in on the ground floor
Interesting to read your post, @blasterca – about how the clan tech and lostech “reinvigorated” your group’s game play.
I can, in my own fashion, relate to this, and it explains not only why I’ve been drawn to the Clans rather than the IS, but to BattleTech in general.
A quick peek at my track record on Beasts of War shows that I’m usually a hard-core historical player, a true rivet-counting, map-pouring, Prussian mustache-twirling grognard. 😀 When I’m ready to play what would be widely considered an “Inner Sphere” force (i.e., an integrated, balanced, and multi-discipline combined arms force of mechs, armor, infantry, support assets, etc) . . .
. . . I’m back in World War II playing Battlegroup, World War III playing Team Yankee, or Fallujah / Kandahar playing Force-on-Force. 😐
What I’m looking for in BattleTech is pure sci-fi stompiness, a bigass ‘mech that honestly makes no tactical or military sense whatsoever, with huge PPCs that burn holes in anything I don’t like. I want the Clans! 😀
Now, as @goochman has probably read on last week’s thread, I have no “creative” problem or distaste with facing a “quasi-realistic” IS force as an opponent. As long as my opponent is having fun, win or lose. Plus, now that they’re learning to pull together a more integrated list and apply its strengths against my Clan weaknesses, the difficulty and challenge I’m facing on the tabletop battlefield had risen with remarkable quickness . . . 😀
Good article @oriskany. I always leaned towards the clans myself. In fact whenever I didn’t have anyone around to game I would try out new mechs by running a trial against 3 other mechs, in standard clan zellbrigen of course.
But the group I gamed with, never really had dedicated factions, more just played it for the game.
Thanks, @rasmus – indeed BattleTech’s backstory and setting is almost too much to take in all at once, many players use overviews like this to pick an entry point and focus on that, then expand outwards from there.
Thanks as well, @wizardv12222 – I hear what you’re saying about not having any real dedicated factions. I’m sort of the same way, except my Ghost Bears, which are specifically purchased (the mechs Ghost Bears are famous for using), and painted in their markings.
They’re only about half my ‘mechs, however, the rest are in distinct but somewhat generic markings (reds, camo greens, desert camo pattern, flame yellow-and-orange, etc) to form generalized lances. These guys I can play as anyone (perhaps as mercs in a 3100 or later Dark Age setting). An opposition force for my Ghost Bears, if nothing else. 😀
I really enjoy videos and articles which explore the fluff of different factions, or even the fluff of an entire game universe, even though I don’t even play the game myself. This was a good read!
Thanks very much, @panzerkanzler ! 😀
Well I have done what should always be done when contemplating reading any of Jim’s stuff, find a comfortable armchair, (check), ensure suitable tea or coffee is on hand and placed within reach of said reader, (check in this case coffee). Ensure that enough time is available to read his thread at least twice as there is normally something on a first read you see a better clarity in the second read, (check, Jenny the dog has been for her run and Victoria is happily doing the books, so check and check again.) Turn off mobile phone, (check try to remember to use this as an excuse NOT to turn it back on again!) Settle back and enjoy becoming absorbed by Oriskany’s text and superbly detailed narrative, the mans like a modern day story teller and his written pieces are due such preparation. Thanks and once more I bow and doff my flat cap to the bard of wargaiming here within the confines of the BOW. Well done again shame we need to wait another week for the next, what is for me stepping back into one of those games that once you’ve actually experienced it, I double check myself as to why it escaped me after over a decade of playing and collecting, Mechs and scenery all gone now, all away someplace possibly even in someone elses game space or even lord knows, I do not remember some rubbish bin and now at the base of some land fill.
Thanks Oriskany another perfect 11 out of 10 from the Goddard house.
Wow, what a review! Thanks very much for all the kind words, @chrisg . If I ever publish a novel remind me to hire you to write the dust cover. 😀 No, scratch that, the Forward. 😀
We have Part 03 coming out next week (Mechanics and Technology), followed up by a smash-up battle report for the big game we had day before yesterday. Time to put all this BattleTech talk to the test! 😀
Thanks again for all your kind words and support.
Clan Wolf 4 Life!
I remember reading one if the books where my favourite Merc group Wolf’s Dragoons turned out to be working for the soon to be invading Clan Wolf… Mind blown. I wonder if the books are available out there. So many good stories!
House Steiner.
Might have re-watched the old cartoon a bit too often.
@blackspiral – Indeed, from what I remember, while the Clans were arguing over whether or not to return to the Inner Sphere (and in what form that return should make), “Wolf’s Dragoons” were sent in as a “mercenary company” to fight in some of the Inner Sphere’s wars during the late succession wars period, carefully recording their tactics, methods, strengths, dispositions, etc. Of course, they were actually Clan Wolf, which is strange considering how staunchly Clan Wolf originally stood against the Inner Sphere invasion (at least until the clan split into the Crusader Clan Wolf and the Warden Clan Wolf-in-Exile).
@sercoffee – “Might have re-watched the old cartoon a bit too often.” Oh, come on, man! That cartoon was awesome! (okay, not really). 😀 Before we filmed the recent Weekender interview, John Lyons was walking to me about the cartoon and telling me how terrible the animation was. Looking back at it again, yeah . . . he was right.
But kind of “mature” for a 90s kid’s show (when most kids were watching Teenage ninja Mutant Turtles and Power Rangers and the life). 😀
Clan Wolf was staunchly warden, so they sought to control the return to the Inner Sphere. They made sure that they were the ones to send a reconnaissance force in the form of Wolf’s Dragoons. While fulfilling their role in scouting out the Inner Sphere, they also positioned themselves to be able to school the leaders of the Inner Sphere in what they needed to know about the Clans. Likewise they favoured the Ghost Bear as the leaders of the Invasion (the subtle reasons for which I can’t remember) while ensuring that the more rabid Jade Falcon and Smoke Jaguar got the tougher invasion lanes and eventually had to share them with the second wave.
As you say, the cartoon was badly animated but it was quite complex in its themes. It didn’t really flinch from the complexities of clan society and the taking of bondsmen. But there was that terrible moment when a 75 ton Mad Cat/Timber Wofl mech is taken out by driving a van into it’s leg. Still makes me cringe.
Great series @oriskany. For me it has been a walk down memory lane having shed my collection during a house move back in the late 90s.
For me BattleTech is like the Lord of the Rings franchise. In that licences change hands but it seems to reinvent itself for each new generation of gamer whether map based, tabletop or multimedia games. No matter which it changes to fit the preferences of the time.
I believe the base DNA that seeds the drive are the walking Martian war machines of Wells’ War the Worlds’ which blossoms into a wargame every so often. So for gamers I think there will always be the attraction for giant walking machines off mega death. Certainly many game publishers have thrown their hats into the ring over the decades. Even today the British WH40K has its Titans in its franchise. However none has the depth of background as BattleTech and perhaps it is the Achilles heel as well as there has been the cancer of over the top complexity that bleeds in overtime that causes the current version of the day to eventually fall over. I think this goes hand in hand. Most iterations create a fast or easy play version and then proceed to kill the main version with increasingly complex editions. FASA produced a fast play version that used stand up cardboard playing pieces, I don’t remember it’s name.
So it will be interesting to see if the current iteration will heed the lessons of the past or go down the old well trodden path.
Great work and I am looking forward to the rest of the series @oriskany. 😀
I may use your articles to convince other people to play the game. Unfortunately, other than the PC editions, this game was never popular in Greece. Its market was always small and after 2010 things got a bit worse, so many games are not imported neither heard of here. Thankfully Internet has changed this alot and sites like Beasts of War are the now our means of information around wargames or boardgames. Still it’s difficult to introduce new games to other players.
Thanks as always, @jamesevans140 – although sorry to hear you sold off your collection in the 90s, and will not be joining my growing ranks of “attic and garage archaeologists” 🙂 questing for their old BattleTech materials (with a fedora and bullwhip in hand, presumably). 😀
Indeed, the idea of a “walking” war machine makes less than no sense in a strictly technological, tactical, or military sense. Tanks have been trying to get SMALLER and LOWER to the ground since they came on the battlefield in 1916, not grow larger and stand up on two enormous legs. But you’re right, as we said in the first article, these “walkers” go back as far as War of the Worlds. The first “mecha” material seems to have come out of Japan in 1972, then Mobile Suit Gundam in 1979, with more fuel added to the fire by Star Wars with their famous AT-ATs and AT-STs in 1980.
Indeed, the influence on BattleTech on 40K Titans is unmistakable. As far as BattleTech and Robotech (FASA vs. Harmony Gold), that’s a bloodbath I’ll leave to the experts. I honestly think this is a big reason Robotech leaves such a bad taste in many peoples’ mouths even today.
I feel part of what hurt BattleTech in the 1990s is the same thing that hurt Flames of War in the early 2010s . . . the game started out clean and simple (mechanics-wise), became a huge hit, and the publishers worked to feed the fans’ appetite with more and more expansions, optional rules, new units, new periods, new supplements, new new new new . . . While all of this was strictly OPTIONAL, the fact that BattleTech veterans of the 80s and 90s were playing with all of it meant that these rules weren’t REALLY optional to new players trying to break into the game.
So today we have the new Catalyst Game Labs releases, slimmed down “page-one re-writes.” Just like we have for Flames of War (i.e., Team Yankee and possible even “Tanks” – although that might be more analogous to BattleTech: Alpha Strike).
You’re right, though. We’ll have to see what the future holds.
@aparadektos – I might suggest Alpha Strike for new players. You can get a lance (complete with cards) for as little as $15 USD, and a full game can be played in an hour or so. It lacks a lot of the great sci-fi detail and life-and-death decisions of full BattleTech, but might be less expensive and damned sure less daunting for new players to use as a gateway into the franchise. 😀
@oriskany, there’s more to the Harmony Gold hate than just the BattleTech situation, but’s a whole can of worms. I can go into detail if people want.
never thought of that, i may try it as well. Thank you
No worries, @aparadektos . 😀
I always assumed Battletech was based on StarFleet Battles and the heat tracking was its version of the SFB power management. I’m not saying BT was a direct copy, rather that it was designed as a similar style rules set. It’s not like they needed an excuse for female pilots in skin tight outfits.
Funny that you should mention SFB; when I was a teenager, one of my best friends got into SFB, whilst another got into Battletech, so I had to make a decision on which way to go.
I did the sensible thing and bought both…
However, the super-comlexity of SFB stopped me from getting into it, whereas Battletech seemed to strike just the right balance.
I can’t say that the mechanics of the two games ever lead me to compare the systems to each other. Sure, SFB’s power resource and Battletech’s heat management acted as resources, but in SFB, it was an absolute limit on what you could do each turn, with no consequences for the subsequent turns. Battletech’s heat management created no absolute limit on what you could do, but it created a nice little risk/reward game that had knock on effects for subsequent turn that required some forward planning.
*stares at heat track wondering whether getting another PPC shot in would be an amazingly bad idea*
BT is certainly a simpler system than SFB (and in my opinion better for it). There are a lot of similarities though. Enough that I think BT was at least inspired by SFB. Hex maps, cardboard game pieces, full page vehicle sheets complete with shield/armor pips and internal structure pips, power resource/heat tracked by a column of boxes, the games share a lot of superficial trappings.
Thanks, @koraski and @chillreaper . As a huge and unabashed FASA fanboy myself back in the 80s and early 90s, I played a little BattleTech. We didn’t play SFB, but the FASA Star Trek game “Star Trek Tactical Combat Simulator. From how you guys describe it, it sounds quite similar to SFB, but looking up some of the sheets real quick I can tell this is a different game (SFB was published by Amarillo Design Bureau)?
FASA’S STTCS was another beast of a game (hex maps, paper ships, although metal miniatures were available if you wanted) with power allocation to a dozen of so systems per turn, shields that could be raised and lowered, weapons that had to be charged in certain arcs (usually a turn in advance, and woe betide you if you lost initiative next turn). Now THAT game had some paperwork. But I think the idea was for each player to control a single starship, maybe two. So the detail they could crunch into the management of a ship’s systems was formidable.
The game I really played back in the day, though, was FASA’s other wargame franchise, the bastard little brother of BattleTech, Renegade Legions. That game had a similar system of taking hits in certain locations and marking off boxes, but rather than just a number of hits it also had actual “shapes” and “profiles” of damage. Their “Interceptor” aerospace fighter game actual had an electrical flowchart through which power surges would travel and knock out systems when your ship took a hit.
Again, BattleTech was light by comparison. Probably why it would up being the most popular of the three.
I think games like this were pretty big back in the 80s and 90s, but today most players don’t have the attention spans for them. Too much digital content out there.
I think that hex-maps and cardboard unit counters were a very 80s thing, I can remember playing a “cold war gone hot” game, a jet-fighter tactical game with stupidly complex altitude considerations and a *massive* WWII war in Europe game.
Maybe they were all made by Avalon Hill or something…
Now it’s the 21st century, we all want free movement and miniatures, even BT has acknowledged it with Alpha Strike; but, blow me if I don’t love staring at BT record sheets!
Hex maps and counters started, at least with games I have played, with the divisional “D-Elim” style games Avalon Hill started in the 1960s with games like Waterloo, Overlord, Battle of the Bulge, Afrika Korps, and others. On a more tactical level the really broke ground with their PanzerBlitz series (starting as a serialized release in “The General” Magazine as early as late 1969), with PanzerBlitz first released commercially in 1970. Panzer Leader (west front) followed in 1974, and Arab-Israeli Wars in 1977.
Rolling into the 80s, Avalon Hill continued to lead with their Advanced Squad Leader (ASL) line, which totally dominated tactical wargaming in the early 80s. By then a swarm of other companies had started releasing similar games, like Victory Games, SSI, SPI, and GDW (Game Designers Workshop) with their awesome PanzerBlitz-model World War III line of Assault, Bundeswehr, Boots n’ Saddles, and BAOR.
By the late 80s, I think Avalon Hill saw that the days of the hyper-complex hex-game were starting to fade. Their games abruptly became much more streamlined and simple, from the original Team Yankee (Battlefront was 25 years too late to be the first on that one) and Platoon, based on the Oliver Stone movie. But it was too late, at least for AH. They were soon purchased by WotC, I think.
To hell with all that, I say! bring back the big hex game! Decision Games have some true monster hex-games still lumbering around. I say if a game takes less than two hours to play, you’ve wasted my time! 😀
All this time, looking back I remember making my mercenary company. The ups and downs, ridding my first time in battle in my Locust ( which I did survived 6 battles in a row )
Coming up the ranks and making the ” Goochman’s Nightcrawlers ” from a regular lance to a top ranking merc unit for hire.
😉
Brother G
Surviving that many battles in a Locust can’t be easy. I’ve added two Locust IICs to my force and so far have played them in one game. One was the first ‘mech down, shot once from behind by a jumping enemy ‘mech. The other survived, missing an arm. 🙁
A good show at reducing a ton of information into a single article. The chosen map though…oh the pain, the first time in Davion history when both the capitals of the Draconis and Cappellan Marches occupied. But the Federated Suns has been in worse straits, see the First Succession Wars.
Only thing I feel was missing was a little bit more information on the Succession Wars, since they are so critical to earlier Battletech History. Especially how the Inner Sphere really went downhill after just the first two…with the Third being basically one long series of extended raids and skirmishes that just sort of kept going.
Oh and Richard Cameron was the last Cameron, murdered by Amaris. Simon was Richard’s dad and died in a mining accident. That might have been an assassination by any number of people, including Steiner’s Loki.
Only so much space, dude. 😐
Clearly they needed to give you more space! 😀
But in all seriousness, I think its about the best summation of Battletech you can get in that word count. I’d happily point someone at this article for an introduction.
You know before hitting them with glorious House Davion propaganda. I mean…a little extra flavor…
Also I probably have a small bias for the Succession War era….
@wayton – “Clearly they needed to give you more space!”
Well, even I was surprised by the amount of response to this series. It was originally planned for four articles, but now there’s talk of extending it one more. We’ll have to see what happens. 😀
Lot of Davion fans on these threads. 😀
So have you already thought what is going to be topic of next one?
The next one, @mecha82 ? The next article (03) will cover a little of the technology in BattleTech, and also summarize the mechanics of many of the games available in the franchise. Part 04 will be a battle report of a pretty epic game we’ve recently completed, putting much of what’s been discussed to the battlefield test! 😀
I should note that these articles usually have to be submitted with a little lead time to the BoW team, so usually a whole series is done or almost done before the first one rolls out. 😀
As for a potential Part 05, I can’t make any promises. Gears are turning, but we also need input from some other people.
Thanks for asking! 😀
@oriskany Planetary campaign in the style of your WWII to WWIII extended campaign or the refight of D-Day? Eh? Eh?
I can dream.
It would be good to cover the MechWarrior RPG if possible for a fifth or sixth article. I always felt it had a lot of good material but was poorly realised as a cohesive game. I’ve not found the recent versions very practical, and yet I feel like BattleTech wouldn’t be the phenomenon it is if it wasn’t for the material that the RPG has contributed to the universe.
Wow, @wayton – have you been reading all my back material? 😀 Geez, that D-Day refight (the Worldwide D-Day Challenge) goes back 14 months.
You guys know the lore too well for me to even try a “historical” campaign from BattleTech. I’d have to make up my own planet or war or something. Jihad era? Dark Age? Those are the miniatures I have. Maybe something on the operational level, as in Battleforce or some such. Either way, I’d have to buy / download at least a couple of books and read them, giving me a lead time of a couple of weeks before I could even start effective planning. Still, anything’s possible, depending on what else is happening on the site. 😀
@shinygames – that’s a great idea, the only issue is that I have no experience with Mechwarrior RPG / A Time of War. I tried the other FASA wargame-RPG back in the day for Renegade Legions (Legionnaire). It plugged in great with the four wargames of the series (Interceptor, Centurion, Leviathan, and Prefect), but as a stand alone RPG, it was no Vampire the Masquerade, Werewolf the Apocalypse, or Twilight 2000. I don’t know if it’s the same for Mechwarrior RPG / A Time of War.
As far as getting into it, I don’t really do RPGs anymore, and at 400+ pages and no local group, Mechwarrior RPG / A Time of War sounds daunting to try and start.
If you’ve played it a lot and have lots to say, we’ll be starting our “support thread” in the forums in the next day or two at the most . . . I earnestly invite all BattleTech fans to add their own stories, thoughts, photos, links, etc.
For those not familiar with my historical articles, these support threads are where I put everything that wouldn’t fit in the front-page articles. 😀 And since other people can post their own images, the forums can get much more interactive than the comment threads of an article. 😀
Do the hex maps of the newest starter boxes have numbered hexes like the old school ones? If so there is nothing stopping us playing a “play by post” game! We’d have to use the honor system for dice rolls or force @oriskany to supervise and handle die rolls…
Yes, @koraski -the new map boards are numbered. The board could be posted in a forums thread, with positions and facings of mechs laid out. I have quite a bit of experience in running hex-based games in electronically-displayed mediums this way.
Basically, the map is scanned into a graphics file. Then, in a simple application like MS Excel, .png-formatted icons of the units (mechs, etc) are inserted, “floating” over the image of the map. The units can me moved, pivoted, all very easily, just like playing pieces.
The small number of units on a BattleTech board (4 per lance) would make this very easy, especially compared to WW2 and AWI games I’ve run with hundreds of pieces.
So I’d start a forum and post the board as a .jpg file. You’d tell me where you want to set up (hex numbers and facing). I’d do the same. Two minutes later a new forum post goes up with a new copy of the board, this time with our mechs depicted. We’d roll initiative (yes, honor system would be huge here).
It would be a metric f***-ton of posts, and even a 2-on-2 mech fight would take the better part of a week. But it might me fun as a project for people to see how the game is really played blow-by-blow, roll-by-roll.
It might be best to set up a date and time for play, so all players could be on line, and posts could be replied to (new rolls, moves, questions, results) in very short order, almost in real time. Again, we’d be up to hundreds of posts in very short order, but two players could probably knock out a small game faster than you think.
A nostalgic read @oriskany . I remember some of the fluff from back in the day, and played a few times, but never really got stuck in on the game… but only because it was yet another system demanding my dollars!
@oriskany
Cracking set of articles mate. I love the Battletech universe and my first experience of it was through Mechwarrior II on the PC when I was in High School (starting to show my age) I didn’t get into the wargame until about 99/00 though and was blown away by the amount of backstory and history to it. The whole setting is very intelligently thought out and it had just the right amount of similarity to Dune (as in the interplay between the noble houses) to really pique my interest.
Also, BIG FIGHTY ROBOTS. Who doesn’t love them.
Keep it coming man, really looking forward to the next article.
Thanks very much @cpauls1 and @artemis5150 ! 😀 Two more articles are definitely coming (Parts 03 and 04) – a Part 05 is looking ever more likely, and we have the thread now going in the Sci Fi forums where everyone can post up their stories, photos, screen shots from PC games, etc.
Glad you guys like what’s come out so far, and hope you continue to like what we’re rolling out over the next 2-3 weeks. 😀
I absolutely love that you’re giving such a fantastic look at the BattleTech Universe. Ever since I first played the first release of BattleTech in ’85, I was hooked. Then I read Wolves On the Border, and the world just came alive. I can’t count the hours my roomates and I played tabletop. It always seems like Battletech starts to fade, and then comes back with yet another renaissance. Memories and nostalgia are one thing, but this setting is so very deep, and it’s immense! The fact that it takes so long to get from one end of the Inner Sphere to the other, it gives it the Wild West feel, where you can have all these “over arching” Governments of the Houses and Clans and other spheres of influence, but the real authority is the Mechwarrior and her or his ‘Mech standing on your doorstep and where they point their weapons..
Glad yo like the series so far, @hearne – and hopefully this will be the start of a new, higher-profile era for BattleTech on Beasts of War. 😀