Tuesday, 20 January 2026

Game Night – Evacuation Under Fire

🕑 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

🕑 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::


Tuesday, 30 December 2025

Game Night - Blood in the Killing Fields

🕑 8 min read

It's Game Night! Welcome to today’s BattleTech battle report, where giant stompy robots settle disputes the civilized way: with autocannons, overheated reactors, and extremely questionable tactical decisions. Grab your neurohelmet and a cup of coolant, because what follows is a masterclass in why standing still in an 80t war machine is almost always a terrible idea.

Firstly, if you have not played BattleTech before, here is an insta-summary for you.
BattleTech is a tabletop wargame of futuristic armored combat where players command towering BattleMechs, vehicles, and aerospace units in tactically rich, turn-based battles. Set in a gritty feudal sci-fi universe, it emphasizes heat management, positioning, and damage systems over fast-paced dice-chucking, making every decision matter. Let's begin!!

Opponents: David versus Goliath (me)

Battle Rating: 5,000 points



The exercise dropped us into an infamous stretch of training ground known simply as the Killing Fields - a wide, muddy basin scarred by old shell craters, ringed by trees and jagged cliff faces. At its heart lay a deep, dark central lake, churned into a sucking mire by centuries of heavy metal footsteps.

This was open ground, dangerous ground. Whoever controlled the centre would dominate the fight - but linger too long, and the lake or surrounding cliffs would happily claim another Mech.

📋Force Selection📋


David had first pick from the eight Mechs in the BattleTech: Armoured Combat boxed set, and he made no hesitation in choosing a brutally efficient trio:


Wolverine 55t
Griffin 55t
Thunderbolt 65t


A fast, flexible medium-heavy lance, with jump jets, solid armour, and weapons suited to every range. Looking at the map - hexed, wide, and open - I was immediately concerned. These machines were built to dance across terrain like this.

I answered with a less conventional force:


Awesome 80t
Catapult 65t
Locust 20t


Other options included a Shadow Hawk, Commando, or even a Battlemaster, but in the end I committed to a risky plan: long-range punishment first, survival later.

The idea was simple (and terrifying):
  • The Awesome would anchor the Killing Fields, dominating the centre with triple PPCs.
  • The Catapult would take a high ridge and rain LRMs across the mud.
  • The Locust would do what Locusts do best - sprint, harass, distract… and probably die.

If things went well, I might cripple one or two of David’s Mechs before the inevitable close-range brawl. If things went badly… well, the lake had room for more wreckage.

🏁Deployment & First Movements (Round 1)🏁


I lost initiative and was forced to deploy first.

The Catapult climbed into a wooded rise near the edge of the map, overlooking the Killing Fields.

The Awesome advanced cautiously into partial cover near the centre - close enough to project power, but not fully exposed.

The Locust bolted forward, skimming the mud toward David’s Griffin in an obvious attempt to draw fire.

David didn’t bite 😬

The Thunderbolt lumbered up a distant hill, trees cracking under its weight as it sought firing lanes.

The Griffin vaulted clean across a plateau and landed near the lake’s edge, weapons already tracking my Awesome.

Then came the real problem: the Wolverine.

Jump jets flared, and the Wolverine closed the distance aggressively, angling straight toward my Catapult. Its armour, AC/5, and SRMs made it a terrifying close-range threat - and suddenly I had a two-front problem.

😱The Killing Fields Ignite (Round 2)😱



The Locust broke off and sprinted back toward cover, mud spraying as fire finally erupted across the basin.

My Catapult landed some early LRM hits on the Thunderbolt, but panicked under pressure - its medium lasers snapping uselessly at the fast-closing Wolverine.

David’s response was cold and efficient.

A single command came through his lance, and every gun turned on the Awesome.

LRMs, autocannon fire, large lasers - the centre of the Killing Fields lit up as my big machine absorbed a punishing volley. Strangely, almost all of it tore into the arms.

The Awesome answered.

One PPC lanced out and smashed into the Wolverine’s leg, and the look on David’s face said it all - a sudden realisation that this wasn’t just a slow target.

Three PPCs demand respect.

🫠Surrounded in the Mud (Round 3)🫠


By Round 3, I had lost initiative again - and things were looking grim.

The Awesome was nearly encircled in the open basin, with only scraps of cover. If I stayed put, I risked losing PPCs or worse. I made the call to reposition the Catapult, jumping it to the far edge of the map and focusing fire on the Thunderbolt, now struggling through trees on a distant ridge.

The Awesome pushed deeper into cover, PPCs tracking the Wolverine, hoping to force it back for just one round of breathing room.

David, of course, had other plans.

The Griffin leapt clean over the lake, landing directly behind the Awesome - perfectly positioned, and completely outside my firing arcs.

My Locust, now suddenly alone, edged toward the Griffin’s rear, looking for any opening.

The Wolverine took its time. After a long pause, it vaulted onto a ridge overlooking the Killing Fields, lining up the Awesome like a prize target.

The field erupted again.

LRMs slammed into the Thunderbolt.

The Griffin struggled to stabilise after its jump and only landed a single large laser - once again into an arm.

The Locust, of all things, lit up the Griffin with a full laser volley. Every shot hit. Minimal damage, but morale soared. 

Then came the Wolverine - SRMs chewing armour, and an autocannon shot that… missed.

The Awesome survived another round.

😏The Trap (Round 4)😏


Round 4 - the final round before we called it a night.

Once again, David won initiative.

With no other option, I committed to a desperate plan. The Awesome rotated to face the Wolverine, deliberately exposing its rear to the Thunderbolt. The bait was set.

As hoped, the Griffin jumped again, landing behind the Awesome for a second time - exactly where I wanted it.

The Catapult held position, switching targeting to the Griffin.

The Thunderbolt stepped forward, weapons locking on.

Then the trap snapped shut

The Locust screamed across the mud, charging the Griffin at full speed - a reckless, glorious attack
aimed at driving it straight into the lake.

David realised instantly what was happening.

The Wolverine chose to stand its ground, trusting its armour and guns to finish the Awesome.

💥Final Exchange💥


Fire rained across the basin one last time.

The Catapult’s LRMs smashed into the Griffin’s torso.

The Thunderbolt poured everything into the Awesome - but only light hits landed.

Then the Awesome fired back.

Three PPCs. Short range. No cover.
One hit. Two misses.

The table went silent.

The Wolverine returned fire - again, only a single autocannon shot struck home, barely scratching paint.

Then came the charge.

The Locust hit like a freight train, slamming into the Griffin’s rear and driving it bodily into the lake. Armour collapsed, the cockpit rang, and the Griffin smashed down on its side in the water, barely keeping its pilot conscious.

That was the end.

🤝Aftermath🤝


The Killing Fields claimed no wrecks that day - but it came close.

This was my first game of BattleTech in over 25 years, and David’s first ever Classic BattleTech game in person. We absolutely made a few rules mistakes (the AC/5 will haunt us forever), but none of that dampened the experience.

Mud, water, jumps, desperate gambits, and one heroic Locust - everything BattleTech should be.

We’ll be back in the Killing Fields soon.

Thanks for reading.
::End Communication::