Harebrained’s latest channels the spirit of tabletop mech adventure
Dekker has fallen over. His 30-metre-tall mech is prone at a desert crossroads, flanked on two sides by canyon walls that do not – it turns out – prevent him from being shelled by artillery. I’d sent him in because his mech is the most armoured: his job was to tie up enemy firepower while my quicker mechs flanked through a lowland forest to the south.
I’m commanding a lance – a squad of four mechs – featuring designs and loadouts that’ll be familiar if you’ve ever played a MechWarrior game. BattleTech pulls the series back to its tabletop roots, focusing on strategic combat between mercenary outfits who dip in and out of star-spanning future wars to turn a profit. In this specific instance, I’ve been tasked with blowing up valuable buildings in two separate locations. As Dekker and another heavy mech approach the gates head-on, I’ve set up a flanking strike to eliminate the power generator sustaining the base’s turrets. At least, that’s the plan.
A bit of faulty reconnaissance on my part means that I didn’t realise that the enemy base defences don’t need line of sight to open up on my heaviest mech. Similarly, while years of MechWarrior games have left me wise to the dangers of overheating, I didn’t consider stability. Dekker’s armour repels the worst of the missiles that rain down on him from the far side of the hill, but their explosive impact is enough to send him off balance and, ultimately, crashing down to the floor.
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