


Wolf: “Keep blowing up bases and killing Falcons, we'll save the Earth from them eventually!"įalcon: “We've killed the Wolves who keep trying to blow up our bases now we're going back to earth!” Frankly, they're a TL DR mess that the average player who just wants to fight giant robots doesn't need to force themselves to read to enjoy the game. While some BattleTech PC games, such as Crescent Hawks' Inception, try to be many things but excel at none, MechWarrior 2 keeps things squarely on combat simulation-and does so in a way by which it should be a measuring stick of combat sims.įor diehard fans of the setting, there are extensive “Data Links” and both “Situation” and “Aftermath” reports for every non-Trial of Position mission. While the control schema could have been daunting, a series of optional training tutorials do wonderful job easing you into piloting your mech. Gameplay is simulation-focused your mech has all kinds of bells and whistles, computer interfaces and displays, and dozens of weapons arrays. MechWarrior 2 showcased excellent graphics for the day and phenomenal audio. Long conversations with Ray Arrastia over some concepts of a BIG campaign book for BattleTech led to the Battle of Tukayyid sourcebook announced as part of the BattleTech Clan Invasion Kickstarter.Offered in a games package for new Windows 95 systems, MechWarrior 2 was the first exposure many PC gamers had to the BattleTech universe. Unfortunately the series was put on hold before Davion or Steiner was released. As part of supporting that series, I wrote Turning Points: Vega 3039 as it seemed a good fit for what were scheduled to be the first Combat Manual releases (Mercenaries, Kurita, Davion and Steiner). My interests in Alpha Strike and the Master Unit List led to working on the Combat Manual series, primarily on the rules side of that series. And that’s how I ended up writing the Alpha Strike rulebook. With a startling coincidence, a friend that heard of my work on fleshing that out was around when Catalyst Game Labs was talking about making a Quick-Strike rulebook to release that year. Using Strategic Operation’s BattleForce rules for small scale skirmish battles was what first drew me back to BattleTech, and I was interested enough the Quick-Strike rules there to slowly work on making that option a full rulebook.

I have also joined the Calayst Agents, leading to me running monthly games at my local friendly game store (Hangar 18 Hobbies). A couple years ago I got on again, and through a personal project converting units to BattleForce stats I ended up becoming a volunteer for Catalyst Game Labs as part of the Master Unit List (MUL) team. I have been an on again, off again BattleTech player since the late 80s.
