Tuesday, 27 January 2026

Scenario Designer’s Retrospective: Evacuation Under Fire

This is Dave

 So… I designed a BattleTech scenario.

Then I played it twice with Dave
.

This is normally the point where a designer pretends everything went exactly to plan and nods wisely. That is not what happened.

What did happen is that I learned a lot, lost some ’Mechs, nearly lost a VIP in increasingly stupid ways, and had several moments where I realised I’d accidentally designed something far better (or far more dangerous) than I intended.

Which, honestly, is the best possible outcome.




The Map
Why I Designed This Scenario in the First Place

I love Classic BattleTech. Well, I remember enjoying it as a teen.

I love narrative play.

And I love spending time pushing toy robots around a table with friends far more than I care about winning.

What I don’t love is scenarios that end when one side stops moving.

Evacuation Under Fire was an attempt to fix that - to create a game where:

  • Killing ’Mechs isn’t the whole point

  • Standing still feels like a mistake

  • And both players feel mildly stressed from Turn 1 onwards

Basically, I wanted a scenario that yells:

“Stop faffing about. Something important is happening.”


The Dignitary (a.k.a. “The Problem Child”)

Let’s start with the obvious star of the show.

The VIP.

On paper, this is just a slow-moving token with armour. In practice, it became the single most motivating object on the table. Players ignored perfectly good targets just to take speculative shots at it. Light ’Mechs did absolutely unhinged things to get line of sight. Heavy ’Mechs soaked terrifying amounts of fire because maybe, just maybe, they could end the game right now.

Which is exactly what I wanted.

After a few tweaks (yes, 15 armour was the correct choice), the VIP stopped being fragile and started being tempting. You couldn’t casually kill it - but you could absolutely ruin your own game trying.

Perfect.


Some Turrets
Turrets: I Accidentally Made Them Matter

I’ll be honest - the turrets were supposed to be background noise.

They were not background noise.

Turret control became a mini-game inside the scenario:

  • Unmanned turrets annoyed people

  • Manned turrets scared people

  • High-gunnery pilots on turret duty became priority targets very fast

At one point I realised I’d created a situation where a lightly armoured Raven was more important than a heavy ’Mech. That’s not something that happens often in BattleTech, and I’m choosing to pretend it was intentional. It wasn't. Honest to god.


What Actually Decided Games (Hint: Not BV)

Across 2 games, a few patterns became very clear:

  • The player who committed first usually did better

  • The player who tried to do everything usually did worse

  • Overkilling already-dead units happened more than I care to admit

  • Light ’Mechs died heroically, stupidly, and often

Victory Points did their job quietly in the background. They rewarded:

  • Pulling out damaged units

  • Playing the objective

  • Knowing when to stop

Which meant games ended because the story ended, not because the table was empty.

That’s a huge win in my book.


I think you're winning Dave...
Did Anything Break?

No. And I’m genuinely relieved about that.

There are sharp edges, sure:

  • High-gunnery turret controllers are terrifying

  • Narrow corridors can be exploited

  • Assault ’Mechs can absorb frankly offensive amounts of punishment

But nothing ever felt unfair - just dangerous. And there’s a difference.

If anything, the scenario punishes hesitation more than bad luck, which feels very on brand for BattleTech.



What I Learned (And Will Steal for Next Time)

If there’s one big lesson from this, it’s this:

Objectives should fight back.

The VIP moved. The turrets mattered. Time mattered. Players had to react, not just optimise.

Second lesson:

Narrative happens whether you plan for it or not.

You just need to give it somewhere to live.

I also learned that swapping sides is essential. Playing both attacker and defender exposed problems far faster than theory ever could - and it stopped me blaming the scenario for my own terrible decisions.


Final Thoughts

Evacuation Under Fire isn’t perfect.
But it is interesting, stressful, cinematic, and replayable.

Most importantly:

Every game ended with us talking about what we’d do differently next time.

That’s why I design scenarios.
That’s why I keep learning.
And that’s why there will absolutely be more of these - whether my friends are ready for them or not.

Until next time. Hopefully I can get some PROPER board games on the table. See yah. 

P.S. Thanks to Dave and the Classic and Everything Battletech Facebook pages for all their help, time and advice. We KILLED it!!

PEW PEW.


Game Night – Evacuation Under Fire (Game Two)

πŸ•‘ 10 min read

Classic BattleTech Scenario Playtest

After the dramatic first playthrough of Evacuation Under Fire, Dave and I immediately agreed that the scenario deserved a rematch - this time with sides swapped. I would take the attacker’s role, while Dave would defend the base and dignitary convoy.

With lessons learned from Game One, both sides arrived with very different force compositions and a much clearer plan. This second game would test whether the scenario could hold up when played aggressively and with intent.



The Forces

Defenders (Dave)

  • Blackjack BJ-1DC (Gunnery 3 / Piloting 5)

  • Raven RVN-1X (Gunnery 2 / Piloting 5)

  • Panther PNT-9R (Gunnery 3 / Piloting 5)

  • Catapult CPLT-K3 (Gunnery 2 / Piloting 5)

This was a deceptively nasty defensive lineup.
The Raven’s elite gunnery made turret control extremely dangerous, while the Catapult’s ER PPCs threatened the battlefield from almost anywhere. The Panther provided mobile PPC pressure, and the Blackjack acted as a close-range brawler and harassment unit.

Attackers (Glen)

  • Awesome AWS-8T

  • Archer ARC-2Rb

  • Valkyrie VLK-QD

  • Locust LCT-1V

  • Stinger STG-3Gb

I clearly planned a high-speed, multi-flank assault, with the Locust and Stinger rushing early, while the Awesome and Archer crushed turrets through the centre.



Defender Deployment

The defenders deployed compactly around the base, clearly prioritising turret control and interior denial.

  • The Raven positioned itself to reach turret control immediately.

  • The Catapult took a forward interior position, ready to step out and dominate lines of fire.

  • The Panther was placed to threaten fast movers approaching the walls.

  • The Blackjack sat deeper in the base, ready to counter-punch or redeploy.



Round 1 – The Rush Begins

I won initiative and immediately committed to speed.

The Locust sprinted up the northern edge, hugging terrain and lining up on the base entrance. The Stinger mirrored this on the southern flank, using hills for cover. The Archer and Awesome advanced methodically from the eastern edge, already lining up long-range shots on the turrets.

On the defensive side, the Raven walked straight onto turret control, while the Panther leapt onto the wall, drawing a bead on the Locust. The Catapult moved out from the gate, facing the incoming light ’Mech threat.

Fire flew immediately. Turrets barked but missed the Locust, though the Stinger took a nasty large-laser hit. The Archer and Awesome stripped heavy armour from two turrets, while the Valkyrie nearly finished one off. Despite multiple PPCs and lasers aimed at it, the Locust somehow survived untouched.

The tone was set: this game would be fast and violent.


Round 2 – Lights Die Young

Attacker wins initiative.

The Raven stayed on turret control - and the turrets immediately proved their value.

One Stinger disappeared in a flash of light as turret fire cored its centre torso. The first attacker ’Mech was gone by Round 2.

But the attackers answered brutally. The Valkyrie destroyed a turret, and the Awesome convincingly erased another. With the Catapult and Panther distracted by the dead Stinger, the Locust suddenly found itself staring down a clear corridor straight through the base entrance.

Running flat out, the Locust burst through the gate and - against all expectations - landed a medium laser hit on the Dignitary convoy.

Gasps all around the table. The VIP was suddenly at 10 armour and very much under threat.


Round 3 – Disaster Strikes

The defenders won initiative, but it wasn’t enough.

The Valkyrie attempted an indirect LRM shot at the convoy and missed. The Blackjack and Panther tried to collapse on the Locust, while the Raven disengaged from turret control to chase it down.

Then the Awesome stepped up.

From outside the base, it lined up a long-range shot through the corridors - and hit. The Dignitary convoy was completely destroyed.

The table fell silent. The defenders had lost their primary objective by Round 3.

But the fight was far from over.


Rounds 4–5 – Punishing the Centre

The defenders won initiative, AGAIN!

With the VIP dead, the defenders shifted goals: deny points and cripple attackers.

The Panther and Catapult began a relentless cycle of knocking the Awesome to the ground. Engine hits, falls, and brutal follow-up fire turned the assault ’Mech into a battered wreck that simply refused to die.

The Blackjack flanked aggressively, slamming into the Archer from behind and knocking it over. The Raven danced between turret control and harassment fire, while the Valkyrie and Locust, both damaged and exhausted, began to disengage.

Despite repeated volleys, the Awesome stubbornly stood back up again and again - only to be knocked down once more.



Round 6 – Calling It

The defenders won initiative, for the 4th and final time...

By Round 6, the battlefield was a mess of craters, wreckage, and battered ’Mechs.

  • The Stinger was gone.

  • The Awesome was crippled but somehow still standing.

  • The Locust and Valkyrie withdrew.

  • The Raven reclaimed turret control for the end-game bonus.

With objectives resolved and no realistic path to further points, the game was called.



Victory Points

Defenders (Dave)

  • 1 destroyed ’Mech: 2 VP

  • 1 crippled ’Mech: 1 VP

  • Controlled turrets at end of game: 3 VP
    Total: 6 VP

Attackers (Glen)

  • 2 destroyed turrets: 2 VP

  • Assassinated the Dignitary: 2 VP
    Total: 4 VP

Campaign Totals (last games VPs added)

  • Glen: 10 + 4 = 14 VP

  • Dave: 3 + 6 = 10 VP


Final Thoughts (For Now)

This second game felt completely different to the first.
The early assassination proved the attackers can win quickly - but the defenders showed that even after catastrophic loss, there are still meaningful decisions and points to fight for.

Before we dive into scenario balance and lessons learned, we’re going to stop here - because this game deserves a proper post-mortem of its own.

And yes… the Awesome really did just keep standing back up.

Wednesday, 21 January 2026

Game Night - Blood on the Clocktower: Double Trouble

πŸ•‘ 8 min read

Some game nights give you a single memorable story.

Others give you two, back-to-back, each with their own twists, teaching moments, and spectacular mistakes.

 πŸ˜†This was one of the latter πŸ˜‰

Martin explaining the rules. Dave appreciates it.
We managed to squeeze two games of Blood on the Clocktower into the same evening, both run by Dave, who was Story Telling for the very first time. While new behind the grimoire, Dave had plenty of experience as a player, and we also had the ever-reliable Martin, an experienced Story Teller himself, stepping into the circle as a player and quietly helping guide the flow of the game.

What followed were two very different games: one long, tense, mistake-ridden tragedy for the good team… and one cleaner, sharper victory that showcased just how good Blood on the Clocktower can feel when everything clicks.


Game One – A Slow Burn Into Disaster

Players (6):
Glen (me), Martin, Dan, Ahmed, Kevin, Lee
Story Teller: Dave

Hidden Roles:

  • Glen – Slayer (Townsfolk)

  • Martin – Soldier (Townsfolk)

  • Dan – Imp (Demon)

  • Ahmed – Saint (Outsider)

  • Kevin – Monk (Townsfolk)

  • Lee – Poisoner (Minion)

We formed the circle and got started. This first game would go on for over an hour, with plenty of talking, theorising, and just enough misinformation to slowly poison the town’s logic.

First Night / Day – Big Claims, Bigger Red Flags

Early doors, Dan approached me claiming to be the Investigator, saying he’d seen that either Lee or Martin was the Poisoner. A bold move, and one that immediately raised my eyebrows.

Later, we discovered Dan had told Martin a different Investigator result entirely: that the Poisoner was either Martin himself or me. Already, the story didn’t add up.

Players old and new
Ahmed and Kevin, both first-time players, naturally gravitated towards each other and claimed their roles fairly early. Meanwhile, Lee claimed Empath and reported a “0”, meaning both of his neighbours were supposedly good. 

With six players, the maths felt tight. If we executed a Townsfolk too early, we’d be handing evil a huge advantage. After much discussion, no execution took place.

Cautious? Yes. Correct? Time would tell.

Second Night / Day – No Murder, No Certainty

The second night passed with no Demon kill, lending weight to both the Monk and Soldier claims… which paradoxically made things more suspicious.

I confronted Dan about his contradictory information. He claimed confusion, but his behaviour felt off. Martin accused Kevin, and Kevin found himself on the block. Moments later, Lee accused me, and the vote tied - removing both Kevin and me from danger.

Again, no execution.

At this point, I was openly accusing Dan of deliberate misinformation. The town was uneasy, but still unsure where the real threat lay.

Third Night / Day – Star-Pass Chaos

I'm surrounded by EVIL!
Overnight, Dan died, deliberately killing himself to Star-Pass the Demon to Lee.

I immediately called it out. Loudly.

No one believed me.

Convinced we needed to act, I used my Slayer shot on Ahmed. Who I thought was now the Demon. It missed. The Saint lived.

Martin, now convinced that Kevin’s failure to use the Monk ability on night one meant something sinister, pushed hard. The vote went through, and Kevin was executed.

Another Townsfolk down.

Fourth Night / Day – The Fatal Mistake

I was murdered in the night.

From the grave, I watched suspicion bounce wildly. Martin briefly wondered if I’d somehow Star-Passed (I hadn’t), then attention finally settled on Lee. He received two votes and was placed on the block.

Then Lee nominated Ahmed.

Hands went up.

And I - convinced Ahmed and Kevin’s early private discussions meant they were the evil team - forced the vote through.

Ahmed died.
The Saint was executed.
Evil instantly won.

Post-Game Revelations

With roles revealed, everything clicked:

  • Martin had been poisoned on nights 1 and 2, meaning the Soldier should have died earlier.

  • Kevin was required to choose someone to protect as Monk, something we’d misunderstood, unfairly casting suspicion on him.

  • The game hinged on just a few small rules mistakes, but the story they created was fantastic.

Painful? Absolutely.
Memorable? Without question.


Game Two – Redemption, With Laughter

Players:
Glen, Martin, Dan, Charlene, Kevin, Lee
Story Teller: Dave

Blood on the Clocktower
Hidden Roles:

  • Glen – Slayer (again)

  • Martin – Mayor

  • Dan – Virgin

  • Charlene – Saint

  • Kevin – Poisoner

  • Lee – Imp (Demon)

Same Story Teller. Same(ish) group. Very different energy.

First Night / Day – Lies for the Greater Good

Kevin poisoned Martin immediately, making the Mayor vulnerable. I decided to fake being the Librarian, hoping to identify a lone Outsider and help the town control the narrative.

Through conversations with Martin and Dan, I quickly confirmed Charlene was the Saint. The information aligned neatly, and I was feeling confident.

At the Town Square, no one was nominated. Quiet - but productive.

Second Night / Day – A Very Public Mix-Up

No murder again. Kevin poisoned me, silently turning my Slayer ability into a dud.

Here’s where things went sideways - in the best way.

I announced that if there was a Virgin, I would nominate them and die… but my real plan was to Slayer Shot, Lee, who had been behaving oddly since day one.

Martin pointed out the Virgin to me.

Unfortunately, Dave misheard the exchange, thought Martin had nominated the Virgin, and auto-killed the Mayor.

The table erupted in laughter.
An honest mistake, instantly forgiven, and honestly very on-brand for Clocktower chaos.

Play continued.

Pressure mounted on Kevin and Lee. Dan nominated Lee and put him on the block. Then, not knowing I was poisoned, I fired my Slayer shot at Lee.

It failed. Obviously.

Kevin was nominated next and executed. No Scarlet Woman. Just a poisoned Slayer making dramatic gestures.

Third Night / Day – Justice Served

I was murdered in the night.

With Kevin gone, the remaining players compared notes. Everything pointed at Lee. Charlene nominated him, four hands went up, and the Demon was executed.

Good team victory.


Final Thoughts

Two games. Two wildly different outcomes. One excellent evening.

For a first-time Story Teller, Dave did a great job, handling rules, pacing, and the occasional chaos with good humour. Ahmed and Kevin, both new players, jumped in brilliantly, asked the right questions, and added real texture to the games.

Dan once again proved he’s far less clueless than he pretends, Martin found himself boxed in by powerful Townsfolk roles, Charlene played a textbook Saint, and I - apparently destined to be the double Slayer - nearly got my Demon and caused just enough drama to feel satisfied.

Blood on the Clocktower thrives on mistakes, misunderstandings, and moments where everyone thinks they’re right… right up until the end.

And honestly?
That’s what makes it so good.

Tuesday, 20 January 2026

Game Night – Evacuation Under Fire

πŸ•‘ 10 min read

Classic BattleTech Scenario Playtest

For our latest BattleTech game night, we finally put our custom scenario Evacuation Under Fire on the table. This was its first live playtest, and it did not disappoint: collapsing turrets, missed assassination runs, falling Assault ’Mechs, and one very unlucky Commando.

Glen One N (me) took on the role of the Defender, holding a half-abandoned base while a planetary Dignitary attempted to escape. David led the Attacking force, tasked with preventing that evacuation by any means necessary.

Before we get into the blow-by-blow, let’s look at the forces involved.


The Defenders in the Base
The Forces

Defenders – Base Garrison (Glen)

  • Marauder
    The obvious anchor and convoy bodyguard. Twin PPCs and sheer intimidation made it the natural “bouncer at the door.”

  • Catapult
    Long-range fire support, ideally placed to command the battlefield and punish over-extension.

  • Blackjack
    Flexible and underrated. Perfect for turret control early, and able to reposition once the fight escalated.

  • Valkyrie
    Fast, evasive, and ideal for harassment, spotting, and last-ditch heroics.

On paper, this force was all about area denial and reaction. Fewer ’Mechs, but excellent synergy with the base turrets and strong firing arcs once the attackers committed.


The Attackers
Attackers – Assault Group (David)

  • Hunchback
    A terrifying mid-range threat, even without its famous AC/20.

  • Centurion
    Durable and versatile, ideal for turret removal and pressure on the convoy.

  • Enforcer
    Mobile fire support with an LB-10X, perfect for crit fishing.

  • Shadow Hawk
    Flexible flanker and potential capture platform.

  • Commando
    Fast, fragile, and clearly intended for a high-risk capture run.

This was a numerically superior force with strong combined-arms potential. The attacker’s plan was clear: use mobility and numbers to overwhelm turret control, then apply pressure to the convoy before the evacuation window closed.


Getting Ready for Round 1
Deployment & Opening Moves

The defenders deployed conservatively, but with intent.

The Marauder stood squarely at the base entrance like a nightclub bouncer daring anyone to start trouble. The Catapult hid just inside the walls, ready to leap into a commanding fire position. The Blackjack deployed deep in the base, eyeing up the turret control system, while the Valkyrie began on a central hill, poised to react.

The attackers entered from the Blue Border with purpose. The Commando immediately pushed up the northern flank, while the Shadow Hawk and Centurion advanced in the south. The Hunchback took a cautious approach behind hills, and the Enforcer jumped into woods on a distant hill to scout and harass.

From the very first movement phase, it was clear this would be a positional game, not a reckless charge.


Enforcer Down
Early Engagements (Rounds 1–2)

Fire in the opening exchanges was… enthusiastic, if not effective.

Autocannons barked, LRMs streaked across the battlefield, and almost nothing landed — except for one important moment. The Enforcer clipped the Valkyrie with an LB-10X cluster, drawing first blood.

The defenders answered immediately. Twin PPC fire from the Marauder slammed into the Enforcer, knocking it clean off its feet after a failed pilot skill roll. The message was clear: approach the base at your own risk.

Meanwhile, the Blackjack seized control of the turrets early, and the Catapult dramatically leapt onto a heavy building, surveying the entire map like an artillery god… and then proceeded to miss with its LRMs for several turns.

The Commando’s northern dash slowed, and that hesitation would soon prove fatal...


Turret Popping
Mid-Game Chaos (Rounds 2–3)

The turning point came swiftly.

Seeing the Commando creeping forward without full speed, the Marauder broke formation and charged out of the base. Two PPC shots later, the Commando’s right leg was blown clean off, sending it crashing to the ground in a shower of armour and regret.

The Commando did manage a defiant SRM volley into a nearby turret before falling — but its fate was sealed. Multiple failed stand attempts later, an ammunition explosion finished it off entirely.

Elsewhere, turrets began to fall. The attackers focused fire efficiently, obliterating one turret after another. The Shadow Hawk even made sure of one kill with a somewhat unnecessary “double tap.”

Still, turret fire had its moments — hammering the Shadow Hawk and Enforcer and making every approach feel costly.

The Valkyrie danced in and out of danger, repeatedly jumping back behind the walls, while the Marauder punished anyone who strayed too close.

By the end of Round 3, the battlefield was littered with smoking turret wreckage, and the attackers were running out of time.


Valkyrie Jet Dancing behind the Centurion
The Decisive Moments (Rounds 4–5)

Things escalated quickly.

The Shadow Hawk pushed forward again — and paid dearly. Automatic turret fire smashed into its head, followed by a critical gyro hit that dropped it hard to the ground. Attempts to stand only worsened the pilot’s condition until they were knocked unconscious.

The Hunchback finally found its range, hammering the Marauder and scoring a brutal gyro hit of its own, sending the iconic Assault ’Mech crashing to the dirt in front of the base gates.

Expensive Gyro Hit for Marauder

Suddenly, everything was on the line.

The Enforcer and Hunchback closed in on the fallen Marauder, while the Centurion desperately tried — and failed — to hit the Dignitary convoy with indirect fire. The Catapult, having overseen the entire battle from its rooftop throne, finally landed some medium-laser hits, forcing the Centurion to the floor, but couldn’t finish the job.

The defenders held firm.

Despite being prone and under pressure, the Marauder absorbed punishment. The Valkyrie harassed where it could. The Blackjack burst from the base to support its fallen comrade. And crucially — the Dignitary convoy survived.

With the evacuation complete and losses mounting, David made the sensible call to disengage.


Panic Setting in...
Aftermath & Victory Points

When the smoke cleared:

Defender

  • 5 VP – Dignitary successfully evacuated

  • 3 VP – Controlled turrets at game end

  • 2 VP – Destroyed Commando
    Total: 10 VP

Attacker

  • 3 VP – Destroyed three turrets
    Total: 3 VP

A clear defender victory.


Final Thoughts

This first playtest confirmed several things:

  • Turret control matters, but turrets alone won’t win the game.

  • The Marauder is terrifying when used aggressively — and still relevant even when prone.

  • Capture attempts are dangerous, and hesitation is punished brutally.

  • The scenario creates genuine tension right up to the evacuation moment.

Most importantly, it felt like BattleTech.

Hard choices, missed shots, sudden catastrophic failures, and a story that practically wrote itself.

We’ll absolutely be running this scenario again (in a few weeks) — and next time, the attackers might be a little less polite.


The Map - Defenders Deployed on Green Hexes, Attackers Deploy from Blue Border.
The Dignitary (VIP) moves from Hex 1 to Evacuate on Hex 6 (Round 6).

Tuesday, 6 January 2026

Game Night – Mountain Mud & Mechs

πŸ•‘ 8 min read

It’s Game Night! Welcome to another BattleTech: Armoured Combat battle report, where stomp-happy ’Mechs decided diplomacy was overrated and settled things with missiles, heat spikes, and more than a few questionable tactical choices. Grab your dice, check your heat sinks, and let’s get into it!


Opponents & Battle Rating

  • Glen’s Lance: Locust (20t), Wolverine (55t), Catapult (65t)

  • David’s Lance: Commando (25t), Shadow Hawk (55t), Thunderbolt (65t)

  • Friendly neighbourhood balance system gave David all Gunnery 3 / Piloting 3, while my Locust had Gunnery 3 and Piloting 4 - everyone else sat at 3/3.

The valley we chose was unforgiving - two maps bolted together, muddy lowlands choking every inch of open ground, and jagged peaks that begged for jump jets and ambushes.


Round 1 – First Steps

David won initiative and I had to move first.

I opened cautiously: the Wolverine activated its jump jets and bounded onto a raised position hidden among trees, scanning the valleys ahead. The Catapult slithered into a narrow canyon for cover, while the Locust casually marched alongside it, weighing up how foolish it wanted to be today.

David’s Commando sprinted across the muddy flats into light tree cover. The Thunderbolt lumbered behind central terrain at a glacier’s pace, and the Shadow Hawk ran up a hilly incline to get eyes on the field.

No shots were fired. Nothing worth mentioning, anyway.


Round 2 – Warm-Up Shots

David again claimed initiative.

The Catapult burrowed deeper into its canyon lair as the Commando crept nearer across open ground. The Thunderbolt trudged ever onward. Wolverine finished its climb and watched. The Locust shuffled a few hexes to get a better bead on the approaching Commando. And the Shadow Hawk crested a distant ridge, finally showing itself.

Finally combat - sort of. Thunderbolt and Shadow Hawk tried long-range missiles and autocannons at too-far targets. The Catapult tried an LRM from the canyon. All missed spectacularly.

We were still fresh… and wildly inaccurate.


Round 3 – First Blood

David kept initiative.

Locust shuffled to higher ground. The Commando sprinted into Wolverine range. Thunderbolt realized it was late to the party and broke into open ground desperately trying to catch up. Shadow Hawk advanced then hid in woods.

At last shots rang true. The Wolverine’s AC/5 tore into the Commando’s left torso, cracking armor.
The Commando’s medium laser thudded into the Wolverine’s head - shake! - while additional missiles bounced off trees.

The Shadow Hawk added a few LRM hits on Wolverine’s torso, reminding it of just how mean these birdies can be.


Round 4 – Getting Personal

David once again won initiative.

Everyone lurked and repositioned. The Locust stayed put to keep eyes open. The Thunderbolt skulked behind a tall ridge. The Wolverine charged forward to get a better shot at the Commando - bold. The Catapult stubbornly stayed hidden. The Shadow Hawk held its position in the trees.

The Thunderbolt finally connected with an LRM barrage, peppering the Wolverine everywhere - leg, torso, arm. The Wolverine punched back at the Commando with medium lasers. The Catapult scored a small hit on the Shadow Hawk. Shadow Hawk tried to punish the Wolverine and… well, it wasn’t pretty for anyone.


Round 5 – Close & Chaotic

David’s initiative streak continued.

The Wolverine, taking enough punishment, retreated down into a muddy valley - anything to stop being the focus of every missile launcher on the board. The Thunderbolt slogged uphill toward better sight lines. The Catapult finally jumped up to a hilly tree line. The Locust sprinted over rough ground into the valley. The Commando appeared right behind the Wolverine. The Shadow Hawk edged closer.

And then everything happened.

The Wolverine completely whiffed its AC/5 shot. The Commando lit into its vulnerable rear - carnage. The Catapult managed a LRM slap at the Shadow Hawk. The Locust scored a laser hit on the Commando’s left arm internals. And the Shadow Hawk missed everything apart from the tough, fast moving legs of the Locust.

Finally, in a display of pure brute force: the Commando clubbed the Wolverine in the back of the head again. Ouch. Again.


Round 6 – Panic & Heat

David still on initiative.

The Wolverine… panicked. Jumped away to try and live. The Commando gymnasted its way behind it again like a psychopath in a ninja suit. The Locust decided surviving was now its thing and fled north. The Thunderbolt staggered up a cliff to spot targets. The Catapult cautiously walked into trees to snipe. The Shadow Hawk sprinted toward the Wolverine.

Fire erupted. The Wolverine finally scored hits on the Shadow Hawk. The Commando punished the Wolverine. The Thunderbolt peppered the Catapult, shaking its pilot. And the Shadow Hawk… almost missed again. Paint scratched and mostly noise as the hills exploded.


Round 7 – The Big Moment

For the first time in forever - I won initiative.

And quickly made a plan.

The Thunderbolt crested a cliff with perfect sight. The Locust, blur-fast and unfathomably brave, charged the rear of the Thunderbolt and absolutely smashed it - sending the lumbering monster falling 30 meters down the valley in a glorious crash. Pilot unconscious. Massive giggles all around.

Meanwhile, the Wolverine fired at the Commando’s back - finally cracking most of its rear armor - but the Shadow Hawk landed beside the Thunderbolt and tried to stop the Locust. No hits.

Thunderbolts Piloting Skill Roll

The Locust’s assault was glorious… and devastating.


Round 8 – Blackened Metal

David took initiative again.

The Thunderbolt lay prone, pilot out cold. The Locust wisely turned tail and ran downhill. The Commando charged straight at the Catapult. The Shadow Hawk followed suit.

The Catapult lit into the downed Thunderbolt, ripping up its torso with LRM15s. The Wolverine chipped away at it with AC/5 and lasers. And the Commando - oh yes - exploded spectacularly when its own SRM ammo ignited, shredding it into bits mid-charge. Small victory.

The Shadow Hawk managed a few hits on the Catapult’s torsos.

The Thunderbolt pilot finally woke up in the midst of all this.


Round 9 – The Final Punches

David held initiative and pressed on.

The Locust turned around and made one last lunge at the Thunderbolt. The Thunderbolt fired back and finally took out the Catapult’s rear LRM launcher. The Catapult and Wolverine hammered the Thunderbolt’s internals.

Then, in a brutal final act, the Shadow Hawk tore the brave little Locust to pieces, blasting its cockpit and stripping its lasers off its fragile frame.

No close combat this round - just guns.


Aftermath

No clear winner - but a starring cast of carnage:

  • Commando: Destroyed in spectacular explosive fashion.

  • Thunderbolt: Critically downed, pilot briefly KO’d.

  • Locust: Heroic but ultimately disabled by overwhelming fire.

  • Wolverine: Still praying to whatever Gods that looked over him that day.

  • Catapult: LRM still missing...

  • Shadow Hawk: Booked in for some shooting practice.

This battle had muddy terrain, big guns, big mistakes, and the sort of chaotic brilliance you only get in BattleTech when one Locust decides it’s a freight train - again. It felt like a proper stompy robot slugfest - and we’ll absolutely be playing it again.

Thanks for reading, and see you next game night!

::End Transmission::